background image

The Curse Of The Yeti 

 

 
 

By Simon Osborne 

 

 
 

Introduction 

 

The main character in this story is an 
adventurer living in the mystical world of 
Ansk. What is unusual about this character 

is that he or she looks a lot like you. Exactly 
like you, in fact. This is because Ansk is a 
parallel world to our own. The same people 

that live on Earth populate Ansk; they just 
perform different roles. Your role on Ansk is 
that of a would-be hero, a dashing 

swordsman, a noble knight, or however you 
would like to be if you lived in a world where 

the unreal was real. 
 
This adventure is written in typical 

gamebook format. Start reading from the 
paragraph where you are instructed to begin. 
To commence reading this gamebook, please 

turn to paragraph 1. After reading the 
opening few paragraphs, which help to set 
the scene for the adventure, you will be faced 

with a choice of directions. You must choose 
where to go, and turn to the paragraph 

indicated. Eventually you will reach a 
paragraph where there are no exits. Either 
you will have "died", meaning that you 

cannot complete the task set for you, or you 
will have succeeded. It will be quite apparent 
which of these applies by the way the 

paragraph is worded. Do not read 
paragraphs unless you are specifically 
instructed to go there; doing so can decrease 

the fun of the game; and, after all, you do 
want to have fun, don't you? 

This particular gamebook differs from many 
in that there is no formulated combat 
system, although you may be asked to roll 

dice to create a random number. If you do 
not have any dice handy, you may randomly 
choose a number. Don't worry, I won't tell 

anyone. 
 
What you will need is some paper and 

something with which to write. This is to 
record what items you are carrying. You 

could try just remembering them, but your 
memory is liable to forget an item you have, 
or even remember an item you don't have! 

You start with no items. If in the course of 
your adventure you come across an item, it 
will be displayed in Bold Print. Note it down 

(remembering to pay the price in gold pieces 
if necessary) and you definitely own the item. 
 

Now that you have read these brief rules, you 
are almost ready for the adventure. As a final 

word of warning, I must tell you that Ansk is 
a dangerous place, populated by monsters 
and untrustworthy people. You must choose 

your friends wisely; otherwise, you may live 
to regret it. 
 

So, buckle on your sword and get ready for 
action. You will find the beginning of the 
adventure at paragraph 1

 

 

 

 
 
 
 

background image

 

The Adventure 

 
 

 
The winters are harsh in these northern 
realms, but you have been forced to get used 

to it over these past few weeks as you have 
taken a job guarding caravans travelling 
along the trade route from Sturovf to Surrig. 

It is a poorly paid job, but it was the only one 
available in Surrig, where you found yourself 
after following a known felon to these 

northerly lands. You captured him, finally, 
and handed him over to the authorities, but 

you did not have enough money to pay for a 
coach trip back to the lands of your birth. 
Hence, the boring job on pitiable pay that 

you find yourself stuck with. 
 
Your job is to guard a troupe of caravans 

that stop off at every north-man settlement 
along the several-hundred mile trade route. 
It is an uncomfortable journey, particularly 

since you have to travel ahead of the convoy, 
eyes peeled for traps, ambushes or 
impassable roads. The tundra, the name 

given to the land terrain that you are 
travelling through, is barren and desolate, 

covered in frost and snow for nine months of 
the year. According to Khris, the owner of the 
caravan company, in the late spring and 

summer it is awash with brightly coloured 
flowers, and many creatures come out from 
hibernation to bask in the warm sunshine. 

Unfortunately, it is the third month since 
yuletide, and spring has yet to come to this 
vast, icy desert. 

 
It is late one night, as you are settling down 

to rest, that the sound of a horn breaks the 
silence, echoing off rocks and the few 
diseased trees for miles around. You quickly 

rise and find Khris, who tells you that in 
these northlands, the sound of a horn almost 
always means distress; it is a request for 

assistance. Another trader rushes over to 
you, telling you that the sound came from 
the next settlement along the route, a small 

village of about fifty north-men. Khris turns 
to you and asks you to scout ahead. 

Reluctantly you agree and saddle the horse 
provided, making a prompt start. 
 

You pick your way carefully through the ice 
and snow; a lantern held aloft in your right 
hand, the bridle held in your left. It is just 

after midnight that you arrive at the 

settlement, but none of your adventuring 
exploits could have prepared you for the 

bloody scene of carnage that waited there for 
you.  
 

The wooden doors of the wooden barricade 
encircling the village have been completely 
ripped from their hinges. One lies in the 

snow about twenty-five paces away. You 
quietly dismount and tie up your horse. 
Entering through the remains of the gates, 

you are struck by the bloodbath inside. No 
one has survived the onslaught; the horn 
and all around is silent now, and eve more 

shall be so. The bodies of the men have been 
butchered in unspeakable ways, and most 

are covered in the claw-marks of what seems 
to be a huge creature with inhuman 
strength. Many or the bodies have bite-

marks on them, and some are missing limbs. 
Shocked and repulsed, and more than a little 
worried about whether the beast that did this 

is still here, you carefully pick your way back 
over the wreckage of what was once a 
thriving community and leave. 

 
You remount your horse without delay and, 

heedless of the potentially dangerous terrain, 
you gallop as fast as you dare back along the 
trail towards the encampment of traders. As 

you speedily return, snow begins to fall from 
the dark sky, gently settling on the ground, 
covering all in a blanket of white oblivion.  

 
Turn to 209
 

You question the burly man as to these 
parts. “Seek the Friar of Teckleton,” he 

advises,  “far  to  the  north  of  here.  He  is  a 
learned man. Now, if you'll excuse me.” He 
goes back to serving and wiping mugs. You 

leave him to his business. Now you may talk 
to the humans (turn to 62) or have you 
finished talking (turn to 11)? 

 

After some time alone in the wilderness, you 

crest a hill and see that you are headed for a 
quaint village. Your spirits soar at the 
opportunity to talk to other humans for the 

first time in several days, although you are 
apprehensive about the occupants of such a 

background image

northerly town; they may well be mean and 
surly, not friendly and helpful. The path you 

are following leads straight into the centre of 
the town, but a newly formed detour looks a 
possible option. You stride quickly down the 

hill and reach the settlement in a few 
minutes. Turn to 76

 

You soon walk through the last of the trees 
and leave the eerie forest. The wind 

immediately begins to bite deeper due to the 
lack of protection that the trees provided. 
You walk along trudging through the deep 

snow, sure that you are following the path 
because of the hump in the snow. After 

several kilometres, the track continues no 
farther north, and you have to turn to the 
west. Turn to 39

 

Your blow is accurate and correct. You hit 
the creature in its already-wounded thigh 

and, screaming in pain, it collapses to the 
floor, writhing in agony. It is an easy matter 

to bring the Yeti's evil reign of terror to a 
fitting conclusion. Turn to 230
 

Suddenly, and without warning, you feel a 
pain in your stomach, like a fireball. You 
gasp and collapse against the bar. You 

persuade the Barkeep to pour you a Dragon 
Brand. You manage to drink this, and it 

deadens the pain in your stomach. The 
mixture of these two beers has a strange 
effect on you. Turn to 124

 

You push open the door, noting the simple 
decor of the room. A fire burns merrily in the 

hearth, warming you to the bone. Shaking 
the snow from your thick furs, you make 

your way over to where the Innkeeper is 
waiting and enquire of the price of a room for 
the night. He replies that it is a non-

negotiable 3 gold coins. If you are 
considering stopping here tonight, you 
should first engage the barman in idle chit-

chat (turn to 178). Otherwise, you turn up 
your collar and return to the junction. You 
walk through the night. Turn to 29

 

The path curves gently around until you are 

heading east. The faint snowfall stops and 
the sun appears in the cold, blue sky. The 
eastern horizon is clear; there is nothing to 

see. You look down at the floor; shielding 
your eyes from snow-glare, and when you 

look up you are surprised that you have 
stumbled across a hitherto unseen fountain. 

The path and grass nearby are completely 
devoid of snow, and a man is lying, curled up 
asleep, on the wayside. He looks contented 

enough. The water from the fountain jets 
about three metres into the air to land in a 

pool at the base, surrounded by limestone. A 
carved fish atop a ring of five stone steps 
spews the water into the air. The water looks 

cool, clear and icy. You may taste the water 
(turn to 109). The figure looks deep in sleep, 
but you may try to wake them if you wish 

(turn to 138). Alternatively, you may 
continue onwards (turn to 15). 
 

You draw your Sword and attack. However, 
the beast easily flicks aside your swing, 

knocking you off your feet. You land in the 
snow about five metres away. The Yeti moves 
in for the kill. If you have an item you would 

like to try, then quickly turn to 167. If you 
do not, you had better try to escape. Turn to 
116

 

10 

You travel north for a few miles, critically 
examining the diminishing light in the 
western sky. The chill wind blows colder and 

you begin to look keenly to the left and right 
for some form of shelter for the night. Ahead 

is a junction. You realise that you must soon 
rest, so you quickly decide on your course of 
action. Continue either East (turn to 129) or 

West (turn to 89). 
 

11 

You bid farewell to the Barkeeper and leave 

through the door, sorry to be taking your 
leave of the roaring fire in the hearth. 

Outside it seems that the cold has deepened 
and the freezing wind bites once more into 
your face and hands. You once more set off 

on your travels. Are you going northwest 
(turn to 216) or are you moving in an 
easterly direction (turn to 185)? 

 

12 

You sweep your eyes over the vast bleary 

vista. The snow in places reaches your thighs 
and you have to push against the snow with 
your feet to move. No one has travelled this 

roadway for many months; in fact, it is little 
more than a track. Ahead you can see a 
signpost covered in snow. You kick the 

signpost, sending soft, wet snow in all 
directions. The North-westerly arrow reads 
“RIVER", whereas to the Northeast the arrow 

reads "TECKLETON TOR". You may go 

background image

towards the river (turn to 159) or, 
alternatively, Teckleton Tor (turn to 180). 

 

13 

This could be very effective, but only if you 

have a projectile weapon to fire it from. If you 
possess an Oak Bow then use it by turning 
to 208
. If you do not, return to 167

 

14 

You push open the oaken doors and enter 
the church. Inside the smell of beeswax 
candles, long since extinguished pervades 

the clear, crisp air. Five rows of pews are 
split down the middle by a narrow aisle and, 
although old and cramped, this church us 

surprisingly clean. Despite the lack of 
illumination, you can just make out a pulpit 

and  so  make  your  way  over  to  it.  A  small 
flight of steps curves up to it and, about one 
metre from the floor, the pulpit resides, 

overlooking the entire hall. A lectern is on 
the pulpit upon which lies an open book. It is 
not warm in the chapel, but it provides 

protection from the snow and wind. You may 
leave now (turn to 143). If you have been 
somewhere similar and the friar is deceased, 

then turn immediately to 148. Otherwise, 
you may search the pulpit (turn to 127), or 

the seats (turn to 227). If you do not then 
you settle down for the night (turn to 117). 

 

15 

You turn your back on the prostrate figure 

and leave. You re-enter the snow-drenched 
wilds and feel as though you have just woken 

from an exquisite dream. You miserably go 
back to staring at the ground to avoid snow-
blindness and trudge onwards. The path 

curves around again until you are travelling 
north through a snowdrift. Turn to 30
 

16 

"Well I never!" exclaims the Friar. "I never 
expected the dragon's question to be 

answered in my lifetime! I am jolly pleased it 
has been, though, as it means I can go to 
Ordoker village without travelling miles out 

of my way. I am indeed most indebted to you, 
sir." You show the Friar the charm and he 
nods excitedly. “Yes, I remember the legends. 

Recite the spell: SESQUIPA LANTIA 
MERCORADIA
 and the beast will be turned to 
stone” (To use this, wait until you are told 

you may do so, double the number of the 
paragraph you are on and add 101 to it; this 
is the paragraph you should then turn to.) 

You thank the Friar and, after he has re-lit 

the candles, bid him farewell. You settle 
down to sleep on the pulpit. In the morning, 

you leave and travel westwards past the 
junction until the track turns roughly north 
into the Ice Downs. Eventually, you reach a 

large valley running north to south. You 
carefully descend into it. Turn to 92

 

17 

You find it quite amazing quite how many 
people live in such a small town in these 

harsh northern lands. The thoroughfares of 
Arkelon are small and narrow, so you have 
little chance to escape from the crowd. 

Overheard conversations seem to indicate 
that for the first time in seven years the 

world-famous Hanmor's Travelling Market 
has returned, selling hard-to-find items, 
exotic curios and products from far overseas. 

They have been setting up stalls all over the 
town. You manage to get hold of a specially 
drawn map distributed to all the citizens by 

the mayor, who has opened the Market. 
There are several places that you may wish 
to investigate. 

 
In Smith Street, a Blacksmith has set up 

shop. To go there, turn to 47
 
In Curio Street, a Magic Marquee has been 

set up. To go there, turn to 224
 
A reputable trading company has a holding 

in the Market Square. To visit here, turn to 
213

 

An Inn is situated on the far side of town. To 
investigate this place, turn to 164

 
To generally wander around town turn to 
18

 

    Finally,  if  you  want  to  leave  Arkelon,  you 

may leave through the North Gate by 

turning to 46, or the South Gate by 
turning to 32, or the West Gate by 
turning to 66, or the Southwest Gate by 

turning to 55

 

18 

The town of Arkelon is smal1 in comparison 
with Surrig, where you were staying until 
you joined up with Khris, and there seems 

little to do. At least the roads are regularly 
swept clean of snow and slush. As you are 
making your way along The Great North 

Road, you see something glinting in the 
snow. If you have not already done so, you 
find a small Iron Hammer, abandoned in the 

centre of the road. You may pocket this if 

background image

you wish before returning to the centre of 
town. Return to 17

 

19 

"Yeti?" says the Blacksmith. "Is it a new Ale 

from the Dragon Brewery? I don't know 
anything about it mate, sorry. You might be 
better off asking at the Magic Tent that has 

just been set up. It won’t be here for much 
longer. But, seeing as how you're here, would 
you like to buy some of my wares?" If you 

would like to browse his stock, turn to 65
Otherwise, you politely decline and leave, 
returning to the centre of town to get your 

bearings. Return to 17
 

20 

You look critically at the sun, which is 
rapidly retreating below the western horizon, 
as you are pressing on through the cold and 

deepening snow. The chill wind howls, 
sending shivers down your spine and 
conjuring up disturbing images in your 

mind's eye. A derelict house looms up on the 
horizon, and here you retreat, spending the 

cold, lonely night sheltering from the hateful 
winds that rush across heath and moor in 
these wild, northern realms. At first light, 

after a miserable night spent drifting in and 
out of sleep, you arise and continue your 
journey roughly northwards, looking for the 

road.  Turn to 68  to  continue  your 
adventure. 
 

21 

You walk onward as the wind howls around 
the leafless trees that are dotted around the 

landscape causing strange, ghostly noises. 
The leaden-grey sky adds weight to your 
already floundering spirit, and the snow 

begins to fall thicker and faster. Eerie noises 
that cannot surely be caused by the wind 
make you quicken your pace as you head 

northwards, your feet sinking into the sticky 
mud below the snow, and it becomes evident 

that you have lost the path. You stop briefly 
to get your bearings and set off either 
Northwards (turn to 20) or Eastwards (turn 

to 
131
). 
 

22 

It is about mid-morning when you reach the 
hills, heading in a roughly northeast 

direction. There are a good many twists and 
turns as you follow the track, and you 
eventually climb to a height of fifty metres. 

As you rise above the shelter of the valley, 
the full blast of the wind hits you, and you 
have to steady yourself against a boulder. As 

you begin to descend the far side of the hill, 
sheltered now from the freezing blasts, you 

turn your thoughts to making camp. You 
spend the night in a cave and set off in the 
morning at a brisk pace. The hills hamper 

your speed, though, and it is about dusk 
when you finally reach the flat expanse of 

ice-plain beyond. Will you continue 
Northwards (turn to 228) or Eastwards 
(turn to 92)? 

 

23 

You trudge through the blizzard almost bent 
double against the wind. It is only as you 

notice a shadow that you look up and see the 
pine forest ahead. Forests such as this one 

provide homes for thousands of small 
creatures in these bleak lands, and it might 
provide much-needed shelter for you, 

although you note the strange darkness 
between the trees, and the unusual aura of 
oppression that exudes from the woodland. 

You may enter the forest along the northerly 
track (turn to 115), along the track heading 
to the north-west (turn to 156), or avoid it 

by following a track west (turn to 186). 
 

24 

You are entering a range of low hills. Ahead 
of you is a cleared path that you follow to a 
chapel. You shelter in the eaves while 

deciding what to do. You may enter the 
chapel through heavy oaken doors (turn to 
37
) or trudge away North through the snow 

(turn to 195). 
 

25 

You sit and think about your mission, glad to 
be a safe haven. Surely, you think, all beasts 
have a weakness. You meditate over what 

you know about the feared beast, and fall 
into a deep sleep; in which you dream you 
are surrounded by a hundred Yetis dancing 

in time to some unearthly beat. Suddenly 
one screams and clutches at its arm, and 

you awake with a start. You stand and move 
on, unsure of what you have just witnessed. 
You return South and head East. Turn to 

182
 

26 

If you own a Golden Dagger or a Hammer

the trader will be happy to give you 8 Gold 
Coins for either; he is not interested in 

anything else you may be carrying, If you 
have sufficient funds, you may buy any of 
the following, which the trader has for sale: 

 

SEXTANT 

 

 

5 GP 

 

GOLDEN EGG  

 

l3GP 

background image

BRONZE EFFIGY  

GP 

 

BOOK OF FACTS  

GP 

ANCIENT SILYER PIECES   l0GP 

 

DAGGER 

 

 

8 GP 

CANDLES (12)  2 

GP 

 

LANTERN 

 

 

4 GP 

OIL SKIN 

  1 

GP 

 

BONE DIE 

 

 

4 SP 

IVORY HORN 

  7 

GP 

 

GOLD RING   

 

l7GP 

DIAMOND 

 

 

2 SP 

 

MAP OF ARKELON  

GP 

 

You must purchase at least one item from 
him; he simply will not let you leave until 
you have! When you have finished browsing 

his wares, turn to 105
 

27 

Your encounter with the dragon has made 
you wary, and you keep your hand on the 
pommel on your sword as you walk onward. 

After stopping to rest at midday, you 
continue through the freshly fallen snow. 
You reach the top of a hill and look down on 

a small settlement. Night is setting in, and 
the wind is biting cold. You may enter the 

settlement by turning to 76. If you choose 
not to, you make a detour around the village. 
After a careful search of the surrounding 

area, you find an abandoned cabin nearby, 
in which you spend a damp, miserable night. 
When morning comes, you collect you things 

and leave. As you walk, once again the 
beauty of nature strikes you, despite your 
restless night; even in this harsh wilderness, 

you can see her magical touch. The snow 
lends a mystical aura to the environment, 

covering the ground in a thick, white 
blanket. Turn to 90 to continue. 
 

28 

As the freezing blast of wind strikes you, 
snow begins to fall causing you even more 
discomfort. You close your eyes and continue 

blind to save your eyes from the stinging 
discomfort. When you open your eyes a few 

brief seconds later, you see a terrifying 
apparition ahead of you. A huge white 
dragon, indigenous to these snow-lands, 

hovers over the road a few metres ahead of 
you. Its eyes are milky white, and its pure-
white scales make it impossible to spot 

unless it reveals itself. White dragons are 
renown for their love of riddles and enigmas. 
It speaks in a rich, deep, mocking voice. 

 
“Mortal, I welcome you here to my path. 
None have passed since I claimed it for my 

own. You are either very foolish or very clever 
to come here, but, either way, I salute your 

bravery." You try to speak, but are too afraid 
to say that you didn’t know it owned this 

path. He continues after a brief pause. "To 
pass me you must answer me this 
unanswered question. Answer correctly, and 

you may pass, and I must leave to seek other 
pleasures. If I win, I get to chew on your 

bones. Agreed?" Without waiting for an 
answer, he goes on to pose the riddle: 

 

"Where it is, you cannot see, 
Where it is not, you may. 
Formed it is of the briny sea 

What is it? You may now say. " 

 
You are struck by the dreadful doggerel that 

the dragon has just spun you, and you 
realise that the dragon is obviously a 

youngster, exploring the world and causing 
mischief. Less afraid now, but still aware 
that an angry young dragon is a formidable 

opponent, you turn your thoughts to trying 
to decipher the riddle. 
 

1f you think you know the answer to this 
riddle add the alphabetical position values of 
each of the letters together (A=1, B=2, C=3, 

... Z=26) and deduct 1 from this score. Then 
multiply the score by three and turn to that 
paragraph. So, for example, if the answer 

was tree (which it obviously isn't), then T=20, 
R=18, E=5, E=5 (20+18+5+5-1=) 47. 47 

multiplied by 3 equals 141, so you would 
turn to 141. If the paragraph you turn to 
makes no sense – and you are only allowed 

one attempt - then you were wrong (turn to 
59
). If you want to attack the dragon, turn 
to 226
. If you wish to make a break for it, 

turn to 88
 

29 

Morning had promised good weather, but 
you are no forecaster of the conditions, and 
you were oblivious to all the signs that 

pointed otherwise. The foul wind bites into 
you, making you yearn for the balmy 
southern reaches of Khel. You are having 

regrets about ever having come to this icy 
wilderness. You reach the crest of a hill and 
gaze out over a village some way to the north. 

Reaching the bottom of the hill, you must 
decide whether to follow the track East (turn 

to 221) or West (turn to 94). 
 

30 

You travel northwards through the deep 

snow for a number of kilometres. The 
scenery is uninspiring, and to the north, you 
can just make out some hills on the horizon, 

many kilometres away. You continue your 
journey until you arrive at a junction in the 

background image

pathway where you must choose to go East 
(turn 221) or West (turn to 94). 

 

31 

As you are walking, you notice a large 

boulder of granite to your left. You decide to 
rest here briefly as the good weather might 
last.  As  you  make  to  leave,  you  notice  that 

the boulder has some words etched into it. 
They read `Visions cannot be trusted - 
Ponder only what you hear.' Wondering 

about what the words might mean, and who 
put them here, you set off Northeast along 
the track. Turn to 82

 

32 

You make your way through the narrow 

streets to the South Gate. Bidding farewell Io 
the guards, you walk through and leave the 
settlement. Outside you experience the 

familiar thrill of the silence and solitude of 
the wilderness. There is little snow on the 
ground, barely impeding your progress. You 

travel all day. The pathway has turned east, 
away from the mountains. As the light begins 

to fade, you arrive at a derelict mansion, 
which you think may have once been an inn, 
long since abandoned and derelict. You may 

enter this building (turn to 35) or spend a 
freezing night under the stars and return 
North (turn to 40). 

 

33 

How many scrolls did you buy from The 

Mage's Emporium? If you bought only one 
scroll,  turn to 204. If you bought two or 
more scrolls, turn to 74

 

34 

You hand over the money and walk up the 
stairs. Your room is small, but cosy, painted 

in pale muted colours. A dresser with a huge 
mirror set into the middle of it stands against 

the far wall, facing your bed, which is soft 
and yielding. You settle down to sleep almost 
immediately. In the morning, you awake from 

a dream in which you defeat the Yeti in 
single  combat  by  striking  it  on  the  leg.  You 
rise and return to the centre of the town to 

decide where to go. Return to 17
 

35 

Inside the doorway is a trapped flagstone, 
which is set with a Rune of Blasting. If you 
had stood upon it, the pressure would have 

caused it to trigger, exploding violently and, 
in the process, harming you rather badly. 
You enter the house and note that the rooms 

are sparsely furnished. A mahogany 
staircase leads up to a second floor above 

you. You may search the downstairs rooms 
(turn to 183) or the upstairs (turn to 61). 

Alternatively, you may leave (turn to 99). 
 

36 

You continue northeast for a few kilometres 
alongside the river. In places, snow has built 
up in deep drifts, often causing you to 

flounder, but you keep to your course, urged 
on by the rushing babbling of the river. Trees 
grow here, along the bank, where water is 

fresh and plentiful, and you spot more than 
a few game birds roosting in the branches. 
By mid-morning you have reached a bridge 

across the fast-flowing torrent. It is very low 
to the surface, and its rickety frame seems to 

shake rather a lot due to the action of the 
waters. You may cross this (turn to 162) or 
continue in the direction you are travelling 

(turn to 170). 
 

37 

You push open the heavy oak door and enter 

the small chapel. Taking in your 
surroundings, you stand in awe of the 

stained glass windows depicting mythical 
dragon slayers; the great detail and obvious 
effort that has gone into the work humbles 

you. Above you, the oaken beams disappear 
into darkness. Indeed, the only light in the 
room comes mainly from low-burning 

candles. It is very smoky in the chapel, 
causing you to cough. There are chairs here, 
set  in  rows  and  made  of  wood  and  metal, 

turned toward the pulpit. A few steps lead up 
to this, and a lectern stands up there, 

presiding over the hall. You may search the 
seats (turn to 157) or the pulpit (turn to 
198
). 

Otherwise, you settle down to sleep and leave 
in the morning. Turn to 193
 

38 

You step gingerly into the freezing waters, 
steeling your self against the cold, and begin 

to swim out towards the centre. About 
halfway there, you get cramps in your legs 
and stomach. Wincing in acute pain, you try 

to turn around and return to the shore, but 
you cannot make it to the shallows. The last 
thing you ever see is the sun, high above 

you, looking down on you in an almost 
gloating fashion. Your adventure ends here, 
at the bottom of the Pool of False Visions. 

 

39 

The foul east wind blows freezing snow into 
your eyes as you continue your lonesome 

trek in these bleak, abandoned lands. You 
yearn for company, and you feel that you 

background image

would  give  all  that  you  have  just  to  see 
someone you knew, even that old miser 

Khris. The track splits ahead of you, and you 
are forced to choose whether to travel North 
(turn to 69) or East (turn to 3) or West (turn 

to 188). 
 

40 

Ahead of you is a town, which you recognise 
as Arkelon. You enter the town behind a hay 
cart and nip quickly between the 

unobservant guards. Inside people are going 
in droves toward the market square and you 
are pushed along with them. Turn to 17

 

41 

You travel west for several kilometres, and 

the bleak and desolate landscape does little 
to revive your floundering spirits. It is after 
several miserable hours that you reach a 

hut, the first sign of civilisation in many 
hours. It is in a bad state of repair, and the 
roof appears to have collapsed some time 

ago. Tree branches and shrubs, nature's 
vandals, smashed all the windows long ago. 

The door is hanging open off its hinges and 
you may enter if you wish (turn to 176) or 
continue your journey (turn to 216). 

 

42 

The priest casually asks you what brings you 
so far north. You reply that you came to visit 

this famous chapel. He is extremely pleased 
that Yeti have come to visit, and admits that 

few people visit here anymore, You talk for 
some time about the architecture of the 
building before you begin to yawn, the 

exertions of the day taking their toll on you. 
He replaces the candles and bids you 
farewell. Now you may choose to explore the 

rest of the church (turn to 194). Otherwise, 
you settle down to sleep and leave in the 
morning. Turn to 193

 

43 

After following the river southwest for about 

a day, you arrive at a disused hut just as the 
sun sinks below the horizon. Here you spend 
the night, safe from the blizzard that blows 

up overnight. You are unable to leave the hut 
until midday, so you use the time to 
investigate the tools that are strewn across 

the floor, although you find nothing. When 
the snowstorm has abated somewhat, you 

leave and set off again. Soon afterwards, you 
come to a bridge spanning the freezing 
waters. The ancient stonework has crumbled 

after many years of service, but it is safe to 
cross, and you continue following the track 
across it northwards. Turn to 78

44 

You hold the talisman above your head and 
attempt to release its power. If you know 

what to do now, you should be able to work 
out where to go now. Otherwise, return to 

167 and choose what to do. 
 

45 

You draw your sword and leap at the man. 

Before  your  blow  has  chance  to  land,  he 
mutters some strange-sounding words. A 
huge ball of multi-coloured fire explodes in 

the air around you, causing you fatal burns. 
You drop to the ground, becoming food for 

the wild animals in these icy wastes. Sadly, 
your violent nature has brought about your 
downfall in these cold, unrelenting lands. 

 

46 

As you leave by the North Gate, a guard 
warns you to be wary of a great white beast 

in the snows to the north. Thanking him, you 
continue on your way, out into the bleak 

heaths and moors where nothing grows save 
for the hardiest purple heathers. After 
travelling for some time, the track you are 

following splits. You ignore the southwest 
track as it only leads away from your goal, 
the northerly, freezing steppes. You follow 

the other fork, which leads off in a vaguely 
Northeast direction. Turn to 8
 

47 

The smithy is a converted stable where a 
large, noisy forge has been constructed. The 

bare-chested man who is the Blacksmith 
comes over to you and asks what your 
business is here. You may question him 

about your quest (turn to 19) or ask to see 
his wares (turn to 65) or leave (return to 17 
and choose where to go next). 

 

48 

You kneel and pray, hoping to invoke divine 

providence. The Yeti, however, has no 
respect for God. In your prone position, it 
has no trouble hitting you with its massive, 

wickedly clawed forearms. You have no 
defence against the terrible onslaught of the 
Yeti and he finishes you off easily. You 

adventure ends here, on the brink of 
success. 

 

49 

The man replies that it costs 1 gold coin to 
spend the night here. You pay this willingly. 

Turn to 34
  

background image

50 

You swing the Axe  at the beast, but it is so 
heavy that it pulls you off-balance. You 

stumble to the right, and the beast, seeing its 
chance, slashes at you with its claws. 

Dropping your axe, you turn and run. Turn 
to 116

 

51 

You grip the Throwing Dagger and throw it 
straight and true into the Yeti's eye. 
However, this only seems to enrage your 

opponent. You have lost your dagger, and 
must return to 167 to decide your next line 

of attack. 
 

52 

You hand over the money and purchase the 

scroll. On it is written the Fool's Gold Spell
Note this down, along with the scroll number 
(#1). You may now buy Scroll #2  (turn to 

222),  Scroll #3  (turn to 64) or Scroll #4 
(turn to 196). Alternatively, if you have 

finished spending your money, you may talk 
to the owner (turn to 33) or leave (return to 
17 
to decide where to go next). 

 

53 

You strike the man dead where he stands. 
He collapses to the floor, a pool of blood 

surrounding the prone corpse. He is once 
more in a state of repose: a permanent one. 

You search the body; hut he was carrying 
nothing of any value. You decide that you 
would like to be away from this place as soon 

as possible. There is nothing more to do than 
follow the track Northeast. Turn to 30
 

54 

"I don't know very much about the Yeti," he 
says as he hands over your purchases, "but 

that it is surely a fearsome beast. It is said 
that weapons cannot harm it, although 
perhaps it has another weakness." You 

thank him for his oblique advice and leave. 
Outside, you critically examine the quality of 
your purchases as you make your way back 

to the centre of town. Return to 17 to decide 
where to go next. 
 

55 

You leave by the southwest gate and follow 
the track for almost an hour unti1 it curves 

rotund to head west; and then, after some 
kilometres, north. Turn to 80
 

56 

Despite the icy temperatures, you trudge 
ever onwards through the deepening snow. 

The sun is high in the sky tantalising you 
with promises of warmth, but its heat seems 

unable to reach your bones. You plod on 
expectantly, waiting for some break in the 
monotonous, dreary vista. But all around is 

barren and unchangeable. At the next 
junction, you turn to head north. Turn to 

125
 

57 

You cross the ancient stone bridge, pausing 

briefly to look down into the deep, cold 
waters of the river, and continue west. Turn 
to 165

 

58 

For three days and three nights, you traverse 

the tricky mountain paths. Sometimes you 
are walking between massive, towering 
peaks, down stone-strewn gullies. Other 

times, you are following the narrow track, 
precariously clinging to the side of a mount, 
with deep drops to your side, down into 

black oblivion, where even the sunlight could 
not penetrate. The icy wind bites deep and 

frequently you curse your wasted time. 
Eventually, on the fourth day, you reach a 
pass and find a track leading out into the 

foothills. Continue your Northern sojourn by 
turning to 56
  

59 

The dragon smiles wickedly. "Wrong," he 
gleefully cries. He flies toward you at great 

speed, transfixing you with his milky-white 
eyes. Unable to escape from such a 
magnificent predator, you are plucked from 

the ground in huge talons, and taken back to 
the dragon's lair; he will eat well tonight. 
Unfortunately, your adventure ends here on 

the Ordoker road. 
 

60 

You walk south for many days. The weather 
is reasonably mild, although there are 
several brief flurries of snow each day, and 

the landscape is drear, with not so much as 
a tree to break the bleak vista.  
 

It takes you seven days to reach the end of 
the road, which terminates in a major city, 
where you spend a further two weeks being 

cared for by those in true medical profession, 
suffering as you are from exposure. You are 

advised to forsake your quest and return to 
the warmer climes of the south, and you are 
forced to concede that the Yeti could be 

anywhere by now. Packing your bags, you 
take the wide Great South Road away from 
this arctic tundra. 

background image

 
Eventually, the bad weather abates and you 

enter the temperate realms of your birth. You 
decide to forsake your mission in the 
unpleasant, cold northlands, and head off 

south in search of warmer adventures. Sadly, 
your quest for the Yeti ends here, in the 

western lands, but happily, you have 
escaped with your life. 
 

6l 

Glad to be out of the cold wind, you set 
about examining the stairs. There are no 
traps, but they do creak dreadfully as you 

ascend. Upstairs, the interior walls have 
mostly collapsed, leaving one large room. 

Dust lies thickly on the floor; although your 
movements disturbs it, filling the air with a 
million tiny motes, glinting in the sunlight 

infiltrating through the grimy windows. 
There is a large bed set against one exterior 
wall, with something underneath it, 

glistening in the last rays of sunlight. You 
carefully reach under the bed and draw out a 
magnificent  Sword, much greater in quality 

than any you have owned. You readily place 
it in your scabbard. Happy with your find, 

you decide to settle down. Here you spend 
the night, leaving in the morning. Turn to 
99

 

62 

The humans look at you in a bored fashion. 
They are gambling on a card game. You greet 

them, but they ignore you and continue to 
play cards. You offer to join the game, upping 

the stakes, but they pointedly tell you to get 
lost. The Barkeep comes over to ask them to 
keep the noise down, but one man, who has 

had too much Scimitar Ale, hits him, starting 
a brawl, which rapidly escalates into a 
violent melee. You snatch 28 Gold Coins 

from the table while nobody is looking and 
move to leave hurriedly. As you leave, you 
notice that the Barkeep is beginning to calm 

things down by cracking the heads of the 
gamblers with a cast iron skillet. He can take 

care of himself. Turn to 11
 

63 

You awake feeling refreshed. You lie in your 

bed for a few minutes, savouring the comfort 
and warmth before you force yourself to get 
out and dress. You gather your things 

together and go downstairs, the first person 
to awake today. After checking out, the 

manager tells you that today is market day 
in Ordoker. You may choose to pay it a visit 
(turn to 153) or leave town (turn to 154). 

 

64 

You hand over the gold and unfurl the scroll. 
On it is written the Spell of Light. Note this 

down, along with the scroll number (#3). You 
may now buy Scroll #1  (turn to 52),  Scroll 

#2 (turn to 222), or Scroll #4 (turn to 196). 
Or, if you have finished spending your 
money, you may talk to the owner (turn to 

33) or leave (return to 17 to decide where to 
go next). 
 

65 

You browse through the armour for sale, 
thinking of the advantage it would give you 

against the Yeti, but it is all too expensive; a 
breastplate alone costs forty gold coins. 
Deciding to set your sights a little lower, you 

move over to where the weapons are kept on 
display. Looking through the weapons, many 
of which are as barbaric as they are exotic, 

you come across a Sturdy Axe for 15 gold 
coins. Purchase it if you desire (turn to 212
or return to the centre of town (return to 17 

to decide where to go next). 
 

66 

You leave by the West Gate and walk west 
across the gently undulating landscape for a 
few kilometres. There is only a slight dusting 

of snow scattered across the ground. Several 
hundred metres away, wary of you; you spot 
arctic hares, constantly on the lookout for 

arctic foxes, noses a-twitch for the scent of 
predators. After some time, you realise that 

you are now heading north. Continue 
following the path by turning to 147
 

67 

You enter the room and suspiciously check 
for any traps. You find none, but under the 
bed is a Pearl-Handled Throwing Dagger

You may keep this if you wish. The room is 
kitted out cheaply, the bedclothes are 

threadbare and the mattress of coarse woven 
straw is uncomfortable to say the least, but 
at least you have a roof over your head and 

protection from the foul winds that blow 
across the heaths here. You now retire to bed 
and sleep. When morning comes, turn to 63

 

68 

You make your way in a roughly north-

westerly direction, worried about becoming 
lost in these inhospitable, lonely lands. You 
have heard tales of wild men who return to 

civilisation after many years lost and alone 
who can no longer remember how to talk, 
and act just like the animals they have lived 

with for so long, However, you have no need 
of such concerns as after about twenty 

background image

minutes you manage to stumble across the 
track once more. You set off, following it in a 

roughly northern direction. Turn to 22
 

69 

You wish you were spared the accursed 
wind. The snow is being driven into drifts 
and you have to be careful not to stumble 

into a hollow where you may not be able to 
climb out due to the numbing cold. You turn 
up your collar against the. You have resorted 

to poking the ground in front of you with a 
branch you snapped from a tree. Thus, 
walking onwards has become a laborious 

and time-consuming process, just to avoid 
deep patches of snow. You have had to 

retrace your steps several times, hut at least 
you are relatively safe, if very cold. You reach 
a junction. You may trek northwest away 

from your goal (turn to 131) or Northeast 
towards it (turn to 21).                   
 

70 

You knock on the doer, which, after several 
moments, is opened by an old man. He 

ushers you into the house and sits you down 
in a comfortable chair near to a roaring fire, 
while calling to his wife to make you up some 

supper. After you have finished your 
delicious meal of chicken and vegetables, he 
tells you that he regularly puts up strangers 

as they travel for many miles to buy some of 
his famous eggs - a delicacy all over the 
northern lands. His chickens are apparently 

the most pampered of any in the world, and 
his love and kindness towards them causes 

them to produce the tastiest eggs anywhere. 
He offers to sell you one at the price of two 
gold coins. You may buy one (turn to 123) or 

talk to him about the Yeti (turn to 71) or 
decline,  thanking  him,  and  retire  to  bed 
(turn to 136). 

 

71 

"I'm sorry, but I don't know anything about 

that,” says the farmer, apologetically. "I have 
dedicated my life to producing the most 
flavoursome eggs that money can buy. The 

Yeti is a distraction from the pursuit of 
excellence." You thank him and retire to bed. 
Turn to 136.                               

 

72 

With the wind whistling spookily through the 

trees around you, you march ever onward 
through the unbearable cold. You force 
yourself to concentrate on something other 

than the cold to try to ignore the discomfort. 
Around you, the forest is dank and 
foreboding, the depressing atmosphere 

chilling you from your head to your toes. The 
path finally joins another, taking your mind 

from the aura of death that surrounds you. 
You may travel West (turn to 120) or North 
(turn to 229). 

 

73 

You grimace as the putrid tasting ale flows 

down your throat. Its taste is akin to 
ditchwater. Perhaps it is ditchwater. You 
begin to retch involuntarily. You are so 

desperate to get the taste from your mouth 
that you pay three gold coins for another 
drink. Turn to 124

 

74 

The man looks around, as if afraid of being 

heard, and whispers confidentially to you. 
"Go to Teckleton Tor," he says, “ far to the 
west. Only there will you find answers to 

your questions. Leave by the West Gate and 
go north. Head west as soon as you can and 
you'll arrive at Teckleton." He goes back to 

his desk, talking idly to some people who are 
browsing, all of whom appear to have more 

money than you do, and you leave. Return 
to 17
 to decide where to go next. 
 

75 

You kneel on the cold stone floor and pray 
for forgiveness. You begin to feel dizzy and 
black out. Lose all items and turn to 1

 

76 

You reach the settlement by evening. It is 

indeed a small village, and it is not afforded 
protection by an encircling barricade. The 
main road through the settlement runs east 

to west, and virtually all the other 
thoroughfares are little more than alleys, 
snow-choked and narrow. You would need to 

know where you are going in this place for 
fear of getting lost. As it is approaching 

sundown, the shops are all closed, and the 
only place open is an inn. You may enter to 
find the pricing (turn to 98) or leave (turn to 

218
 

77 

You are walking on a vast rocky plain. The 

weather is surprisingly mild and you are in a 
jaunty mood. You begin to whistle a merry 

ditty when the croak of a bird stirs you from 
your jovial thoughts. Looking up, you see a 
giant bird hearing down on you- its wingspan 

is  enough  to  send  shivers  down  your  spine, 
but the beak of the creature is sharp and at 
least as long as your forearm. You break into 

a run, swerving to avoid the monstrous 
creature. Roll a die. If you roll a 1, 2 or 3 

background image

then you will find where you run to by 
turning to 201. If you roll a 4 or a 5, you 

run for some time before reaching a river and 
should continue by turning to 43. If you roll 
a 6, you can continue your adventure by 

turning to 60

 

78 

You walk away from the river, intent on 

completing your quest. The chill wind blows 
in from the north, and snow settles on your 
brow. Numbed by the sudden downturn in 

weather conditions, you stop to rest in a 
disused mine, continuing at first light the 

next morning, after the worst of the blizzard 
has passed. Several hours later, the 
snowstorm still blowing all around you, you 

reach a junction where you may continue 
north, where the worst of the storm appears 
to be (turn to 102) or northeast, out of the 

blizzard (turn to 141). 
 

79 

This place is eerily similar to the one where 
you committed your crime; perhaps it is here 
that you may atone for your sins. You may 

confess (turn to 110) or attack this priest 
also (turn to 45). 
 

80 

Eventually to arrive at the gate to a small 
walled town. You may follow the path away 

to the west, which turns north after a while 
(turn to 147). Your only other option is to 
enter the town, which a large plaque above 

the gate proclaims to he called Arkelon. You 
enter Arkelon behind a hay cart and nip 
quickly between the unobservant guards. 

Inside people are going in droves toward the 
market square and you are pushed along 
with them (turn to 17). 

 

81 

The dragon's eyes open wide. "Curse you, 

mortal!" he says in a strained voice. "Yes, 
that is the answer. And as you have bested 
me,  I  am  forced  to  help  you  in  your  petty 

quest. Here is an amulet to protect you 
against the Yeti's powerful claws." A jade 
Dragon Amulet appears in your hands. "But 

don't expect me to tell you how to use it! Now 
I  must  find  another  road  to  make  my  own." 

With a wicked laugh, the dragon flies off into 
the distance. Elated at having survived such 
a perilous encounter, you continue your 

journey. Are you heading east (turn to 87) or 
west (turn to 27)? 
 

82 

The going here is made harder as the wind 
blows a blizzard around you. Snow settles in 

your hair, down your boots and in your 
clothes. You press on undaunted. Arriving at 

a junction, the blizzard is beginning to blow 
itself out. You decide to rest here until the 
blizzard abates. After about fifteen minutes, 

the last of the snowflakes settles on the 
ground and you are able to take stock of 
your surroundings properly for the first time. 

You notice that the blizzard has been driven 
by the harsh winds over to the east, where it 
continues to rage unchecked. By the side of 

the pathway is a pond, unfrozen and 
seemingly unaffected by the weather. If this 

interests you, you may choose to drink from 
the pool (turn to 83) or bathe in the pool 
(turn to 205). Alternatively, you may rest 

here for a while (turn to 219). If you wish to 
press on with your mission, you may 
continue west, away from the blizzard (turn 

to 69) or east into it (turn to 142). 
 

83 

You sip the water and grimace. It tastes 
disgusting. You stand up, intent on 
continuing your quest. As you rise to your 

feet, you feel dizzy and disoriented. The 
landscape seems to have altered, and you are 
no longer sure where the path is. Confused, 

you set off in a roughly north-easterly 
direction. Turn to 129
 

84 

You bid farewell to the gentleman. "Come 
again," he tells you. You smile at having 

made a friend here in this cold realm. You 
must now turn up the collar on your cloak 
and continue east (turn to 221) or west 

(turn to 39). 
 

85 

You take a sip and gag at the putrid taste. 
You seem unable to get rid of the retch-
inducing, foul taste, so you are forced to 

purchase another drink to wash out your 
mouth. Lose one gold coin and turn to 124
 

86 

You arrive back at the inn to find it shuttered 
up. It is closed for business, and will not be 

opening again for some time. Return to 185 
to reconsider your options, 
 

87 

You head east a short way until the path 
turns to the north. You follow it, and rest at 
the end of the day. At dawn, you continue 

background image

your mission. The path gently bends around 
to the west, and eventually you find yourself 

heading in a roughly north-westerly 
direction. You follow this all day, resting at 
dusk in a small spinney of firs. 

 
Dawn breaks the sky, and you rise with the 

sun. By mid-morning you have put fifteen 
kilometres behind you. Unfortunately, soon 
afterwards, a blizzard sets in, and you spend 

the rest of the day in a hastily constructed 
igloo. By the time the blizzard has blown 
itself out, it is too late to continue, so you 

trap yourself a snow hare and roast it, over a 
few meagre branches and kindling, 
 

Evening arrives, painting the sky in pastel 
colours. You sit and watch the sun set. Later 

that night, you see strange blue colours in 
the sky, filling you with a sense of awe and 
tranquillity. You wonder at the source of the 

magical lights, and you say up to watch them 
for some time until you fall asleep. You wake 
late and continue your mission with a 

renewed sense of peace. Arriving at a 
junction, will you choose to travel northeast 
(turn to 142) or northwest (turn to 31)? 

 

88 

You turn and run, but you are no match for 

an airborne dragon for speed, and he flies 
toward you at great speed. You are plucked 
from the ground in huge talons, and taken 

back to the dragon's lair; he will eat well 
tonight. Unfortunately, your adventure ends 
here on the Ordoker road. 

 

89 

As the day draws inexorably toward its close, 

the path turns sharply north into a range of 
low hills, the Ice Downs. You do not have too 
much difficulty traversing the valleys and 

peaks of these hillocks, and you camp on the 
leeward side of a tall prominence, continuing 
at first light. Turn to 92

 

90 

The biting wind continues to strike deep into 

you, chilling you to the bone. You curse the 
impetuous spirit that made you volunteer for 
such a difficult task, resolving to keep your 

mouth shut in future. The road widens out 
here as you continue to a junction. A sign 
points east to Ordoker and North to The 

Farmer's Haven. Will you travel east (turn to 
3
) or north (turn to 112)? 

 

91 

You test the water, but it is certainly too cold 
to enter; you would catch your death. 

Return to 82  to  decide  your  next  course  of 
action. 

 

92 

The hills are low and rolling, and you are 

afforded little respite from the wind, which 
blows over the peaks and through the valleys 
of these bleak, desolate hills. You eventually 

leave the Ice Downs and stretched out ahead 
of you is a vast, featureless plain of ice and 
snow. The Yeti could be anywhere in this 

huge wilderness. You trek through this 
wasteland for the rest of the day, spending a 
miserable night underneath a solitary fir 

tree. Continue your mission at first light in 
the morning by turning to 200

 

93 

You step inside the room and your nostrils 
are immediately assailed by a nauseating 

stench. Perhaps this room has been used as 
a stable in the past, because it certainly has 
many animal smells. You spend a freezing 

night with the window open wide and leave 
at first light in the morning. Gathering your 

things, you go back to the reception and 
return the key to the room. Bidding the 
Innkeeper and Ordoker farewell, you make 

your way towards the main thoroughfare 
that dissects Ordoker. You follow it away 
from the village and out into the surrounding 

wilds. 
Once more, the beauty of nature strikes you; 
even in this harsh wilderness, you can see 

her magical touch. The snow lends a 
mystical aura to the environment, covering 

the ground in a thick, white blanket. Now 
you must decide whether you are heading 
east (turn to 28) or west (turn to 90). 

 

94 

You are stumbling through the snow, your 
head bowed towards the floor to avoid the 

stinging wind in your eyes, when you hear a 
voice. Looking up you see a man dressed in 

robes beckoning to you. Turn to 101
 

95 

You walk for two days, each night resting in 

small copses that the path skirts. You see no 
one in your lonely sojourn, and hear not even 
the twittering of a bird. All about is silent, 

touched with a magic aura of emptiness. For 
the first time in your life, you come to know 

what it means to truly be alone. The 
northern path is indeed a bleak one. 
Eventually you arrive at a T-junction with an 

east-west path crossing the northern one at 
right angles. You may journey east (turn to 
221
) or west (turn to 94). 

background image

 

96 

Kneeling on the cold, hard floor, you pray for 

forgiveness for your rash folly. This is the 
right thing to do. In the future, if you are told 

to turn to a paragraph if you have killed a 
priest, you may ignore the instruction, and 
continue on as if you have not. You may now 

search the pulpit (turn to 127) or the seats 
(turn to 227). If you do not wish to, then you 
settle down for the night (turn to 117). 

 

97 

"I have never seen the Yeti, and I don't really 

know anything about it," he replies. "1 dream 
of many things, of faraway places, of white-
winged ships, of other worlds, but never have 

I dreamed of the Yeti. But the family at 
Farmer's Haven might know about it. They 
have lived here for fifty years and more, and 

little passes by the old man. Ask him." With 
that remark, he promptly falls back to sleep. 
Turn to 15 to leave here. 

 

98 

Inside the inn, it is warm, and a large fire 

roars in the fireplace: The reception is 
sparsely decorated, and there is no one to 
collect your bags for you. At the reception 

sits the manager (a small man with a bad 
cold) who tells you that the price of a room 
varies between one and three gold coins per 

night depending on how expensive the room's 
decor is. You may pay 1 gold coin for room 1 

(turn to 67), or 2 gold coins for room 2 (turn 
to 135
) or 3 gold coins for room 3 (turn to 
93
). You had better decide quickly as 

another traveller has just entered the inn 
behind you. 
 

99 

You leave through the rotting doors, still 
wondering about who may have lived in this 

abode, and why they left. After several 
hundred metres the path splits, and you 
must decide whether to head north (turn to 

40) or west, which eventually curves round 
to heading north (turn to 95). 
 

100 

You bid the priest farewell and set out into 
the cold. After many minutes spent 

searching, you find a place to sleep, and you 
spend a miserable night in the hollow of a 
blasted oak tree, unusual so far north. In the 

morning, when the sun has risen in the sky, 
you continue either north into a vast plain of 
ice (turn to 200) or northwest, towards a 

range of low hills (turn to 92). 
 

 

101 

"Traveller, come over here to me. I have 

something for you," he intones. Upon saying 
this, he reaches into his pocket, perhaps for 
a dagger. You can attack him now (turn to 

155), or talk to him, if you believe his actions 
to be friendly (turn to 168), politely excuse 
yourself (turn to 84), or you can simply 

ignore him (turn to 121). 
 

102 

Through the biting winds of the blizzard, you 
can just make cut a signpost. To the south is 
a river, and to the southeast a forest. To the 

north is Ordoker; and it is here that you 
make for. Turn to 39
 

103 

You strike wildly at the Yeti’s leg, but it is not 
the beast's weak spot. A surging paw-swipe 

throws you twenty metres across the snow, 
opening up deep gashes in your side. You are 
too weak to defend yourself against the Yeti's 

terrible onslaught. Your adventure ends 
here, on the brink of success. 
 

104 

You creep down the stairs and find yourself 
in a dark room, the floor of which is wooden 

tiled. Unfortunately for you, the wood has 
rotted through after so many years of 
neglect, and after taking just a few steps you 

fall through the floor into a cavern below, 
carved out by a fast-flowing underground 
river. You are knocked unconscious, by the 

fall, and die quickly in the freezing waters. 
Sadly, your adventure has ended here, so far 
from your goal. 

 

105 

As most traders, this one is most interested 

in  the  colour  of  your  money.  What  you  will 
learn from him depends on how much you 
bought from him. Did you buy one item from 

him (turn to 54), two items (turn to 184) or 
more than that (turn to 173)? 
 

106 

"I know little of the beast, I am sorry to say," 
he says. "There have been rumours that it 

has a weakness, but I dismiss these as lies 
told by old women; how can such a ferocious 
beast have a weakness? I have heard, 

though, that it is susceptible to magic." Have 
you met a dragon? If so, turn to 16 now. If 
you are carrying a charm, then show it to the 

priest by turning to 111. If you have no 
charm, or you do not wish to show the priest, 

background image

he bids you goodnight and leaves you. You 
settle down to sleep, waking in the morning 

to the strange light-illusions cast by the sun 
shining through the stained-glass windows. 
You leave in the morning, heading 

westwards. This path soon turns to the 
north. Turn to 92

 

107 

"The beast has but one weakness," wheezes 
the farmer. "It has an exposed artery in its 

inner thigh. I have heard rumours that a 
tribesman went searching for the beast 
recently; and he knew the same information 

as you do. Perhaps he exploited the 
weakness, but his weapon may have been of 

lower quality than yours. He obviously did 
not succeed. Strike its inner thigh, and the 
beast should collapse, hardly able to move." 

 
When you reach the Yeti, you will be asked if 
you know its weakness. Turn to 5 to use the 

information you have just gleaned from this 
wise farmer. Do not turn to 5  now,  as  you 
have not met the Yeti. Continue by turning 

to 136
 

108 

You cast the ‘Snowstorm’ spell and a massive 
blizzard appears around you and the beast, 
forcing you to your knees in the freezing 

cold. After several minutes, the spell fails, 
and you are able once more to stand and see. 
Of the Yeti, there is no sign, and the spell 

had obliterated any tracks it might have left 
in its flight. Unfortunately, you have failed in 

your mission to rid the world of the foul Yeti, 
but at least you have escaped with your life. 
 

109 

You take a sip and fall instantly into a deep 
sleep from which you do not awaken. You 
dream greatly whilst in your sleep, and the 

dreams you experience are vivid and true. 
Unfortunately, you cannot awaken from 

them, and after several days die of exposure 
and starvation. Sadly, your mission ends 
here. 

 

110 

You confess your sin to the priest. He looks 
sternly at you, and tells you to give all of 

your gold and weapons to the church. 
Reluctantly you do this. He tells you that 

your penance is to defeat the Yeti. If you do 
this, you must forsake the world and give 
yourself to the church for the rest of your 

life. Dejectedly you leave. Turn to 100
 

111 

The priest examines the charm and tells you 
that it is a spell holder. If you speak aloud 

the number on the reverse side of it, the Yeti 
will be frozen in time for a few, brief seconds. 

He laments at the weakness of the spell laid 
upon the charm, but tells you that it is very 
old, and was probably designed to allow 

tribesmen escape from attacks by bears and 
other wild animals. (You will be told how and 
when to use it when you meet the Yeti.

Return to 106

 

112 

After almost a kilometre, the path turns 

sharply to the right and heads east for a 
short way. The cold winds prevent you from 
falling asleep on your feet, although you have 

fallen into a state of catatonia induced by the 
bleak scenery and the numbing effects of the 
cold. Once more, the path turns and you are 

heading northwards once more. You get to 
wonder just how much longer your quest will 
take to reach its conclusion, feeling that you 

cannot cope with the climate for much 
longer. You yearn for sunlight and warmth, 

things alien to this vast realm of ice and 
snow. The path forks ahead of you. Will you 
follow it northwards (turn to 69) or 

northeast (turn to 31)? 
 

113 

Carefully you cross the oaken timbers and 

leave the river behind. A signpost ahead of 
you tells you that to the north is Teckleton 

Tor. To visit here, turn to 182. To the west, 
according to the si8n, is an inn, where you 
may (or may not) receive succour by turning 

to 216
 

114 

You tell the priest of your mission to rid the 

world of the fearsome Yeti. He frowns, 
thinking deeply. "There are a number of 

possibilities to consider in trying to rid the 
world of this beast. Perhaps it has a 
weakness. I don't know it; nor do I know who 

might. There is a dragon that lives around 
these parts, they are said to be the guardians 
of all knowledge, although it is mischievous, 

and delights in evil trickery. If you should 
meet it, it will ask you a riddle. I believe the 
answer to be ‘fog’." You thank him and, with 

a cheerful smile, he bids you farewell and 
leaves the church. You may search another 

area of the church (turn to 194). Otherwise, 
you settle down to sleep in the nave, and 
leave in the morning. Turn to 193

 

background image

115 

You walk northward through the gloomy 
forest, the snow crunching loudly underfoot. 

High above, crows and other carrion birds 
croak and caw their evil, eerie calls, 

prompting you to move faster through this 
wild wood. Brambles slow you down, forcing 
you to detour, but you press on, eager to be 

out of the oppressive, dark wood. You come 
to a converging of ways. Looking both east 
and north, you notice that both paths are 

equally depressing, and neither seems to be 
a definite way through. You can walk the 
eastern path (turn to 72) or take the 

northern route (turn to 4). 
 

116 

You turn and try to run, hoping against hope 
that you can somehow confuse this creature 
of the snows. The Yeti comes lumbering after 

you on its powerful hind legs, forcing you to 
swerve to the left and right to try to confuse 
it, but the beast is too fast. With one swipe of 

its paw, it ends your futile escape by 
hamstringing you. You land facedown in the 

snow,  writhing  in  agony.  Unable  to  defend 
yourself, the beast's next attack ends you 
life. Sadly, your adventure ends here, on the 

brink of success. 
 

117 

You hear the doors creak open and someone 

enters. You crouch in the shadows and wait. 
You can see from your hiding place that a 

priest has just walked in; he is making his 
way down the aisle. Suddenly he catches 
sight of you and lets out an anguished cry. 

You stand, unsure of what to do. "What do 
you want?" he asks bravely. Will you attack 
him (turn to 45) or assure him of your good 

intentions and ask him about the Yeti (turn 
to 106
)? 
 

118 

You hear the doors close; someone has just 
entered!
 You jump lithely into the shadows to 
observe the newcomer. The young man who 

enters is not what you had expected. He 
wears a coarse brown robe, tied at the waist 
with a piece of string. He is muttering 

something to himself when you trip, giving 
yourself away. The man cries out in alarm. 
You calm the young man down, although he 

still regards you with suspicion. You try to 
convince him that you mean him no harm, 

but he says very little. Will you attack him 
for his insolence (turn to 158) or try again to 
get the conversation going (turn to 192)? 

 

119 

You wrench your yes away from the prostate 
figure of the priest and, ignoring your guilt, 

turn your attention elsewhere. You may 
continue your search (turn to 194) or give in 

to your exhaustion and settle down to sleep 
in the nave, hidden from the scene of your 
crime, leaving in the morning (turn to 193). 

 

120 

After a brief trek west, the pathway turns 
sharply to the south. A11 around, the trees 

seem to be pressing in, trying desperately to 
squeeze all the optimism that you had when 

you began your quest from you. You are 
anxious to be away from here. Returning to 
the junction, you head north. Turn to 229

 

121 

You put your head down and continue 
walking. He calls to you twice more, but soon 

loses interest and leaves you alone. Assured 
of your safety, at least for the moment, you 

continue travelling east (turn to 221) or west 
(turn to 39). 
 

122 

You travel south for a day, climbing up to a 
frozen plateau in the mid-morning, until just 
before dusk you reach a ravine. The path 

continues on the far side of the ravine, but 
two ice bridges are the only means of 

crossing the gaping chasm. You may cross 
the right one (turn to 145) or the left one 
(turn to 140) if you wish. Alternatively, you 

may sleep here and continue north tomorrow 
(turn to 58). 

 

123 

You hand over the money and purchase the 
Egg. The farmer grins toothlessly and tells 
you to follow him into a back room; he has 

something to tell you. Turn to 107
 

124 

You are unable to concentrate, and your 
head feels as though it is being crushed. You 
pass out into a deep, dreamless sleep. When 

next you wake, you are far from the inn. 
Your pack is empty, and all your gold has 
been  taken:  Nearby  is  an  old  mansion. 

Standing, you get your bearings, wincing at 
the sharp pain shooting through your head. 
You decide that it would be best for you to 

enter the manor and explore. Turn to 183
 

background image

125 

Around midday, you bring a halt to your 
northward trek and rest to eat your 

provisions beneath the spreading branches 
of an ancient yew. Your meal of cold meat 

and cheese is meagre, but satisfying, and 
after about a half hour you return to the 
path and continue your journey. Soon 

afterwards, you arrive at a crossroads. The 
path forks and you can head northwest (turn 
to 80
) or northeast (turn to 202). 

 

126 

You head northeast through the mountains 

for a whole day. You are forced to walk 
narrow gullies where predators might wait in 
ambush for you, and on occasion, you even 

have to put your climbing skills to good use, 
climbing rock faces, or just clambering over 
piles of boulders. Often the narrow, 

indistinct track will disappear completely, 
only for you to rediscover it several hundred 
metres further on. Eventually you come to a 

pass through the heart of the range, carved 
by the action of a long-dried-up river. You 

may follow the trail northwards, out of the 
peaks (turn to 56) or southwards, into the 
heart of the fells (turn to 122). 

 

127 

The leather-bound book seems to be written 
in a foreign language, and you soon grow 

weary of it. The lectern is of a high quality; 
the workmanship of it is exquisite. Aside 

from these things, there is nothing else in the 
pulpit. Turn to 117
 

128 

You set off at dawn, bidding farewell to the 
traders in the camp, and reach the north-
man settlement by mid-morning. The bodies 

of the traders and any tracks the Yeti may 
have left, are covered under deep drifts of 

freshly fallen snow. As you leave, after first 
paying your respects to those who fell in the 
battle,  snow  begins  to  fall  from  the  leaden 

sky with renewed vigour. You make ready to 
follow the beast, guessing that a vaguely 
northerly route is the most probable 

direction of the Yeti's lair. 
 
The landscape is covered in thick, white 

drifts of snow, making it hard to make out 
any particular landmarks. The trail you are 

on is marked by a hump of stone chippings, 
set with clay, making it less likely for you to 
stray off into the uncharted wilds. It is about 

midday that you arrive at a meeting of ways. 
A roadway, reasonably clear of snow, leads 
from the southeast to the northwest, while 

another, less used track leads away 
northeast, making for what seems to be a 

range of foothills in the distance. Will you 
take the cleared route (turn to 161) or head 
toward the mountains (turn to 134)? 

 

129 

You head away from the setting sun at a 

brisk pace. Soon it is dusk, and as twilight is 
turning into darkness, you alight upon a 
building of some kind. In the dim light, you 

can ascertain that it is a chapel of some 
kind, built of locally quarried granite. The 
large wooden doors are closed, but, upon 

testing, appear to be unlocked. You may 
open the doors and enter the church if you 

wish (turn to 14). Otherwise, you sleep in 
the doorway, which provides some respite 
from the cold night. When morning's murky 

light wakes you from your dreams, you get 
up and follow the path back from whence 
you came. After some time, there is a path 

heading north into a range of downs. It is 
these hills that you head for. Turn to 92
 

130 

You are not obliged to pray, so don't. You are 
now free to explore the seats (turn to 227) or 

the pulpit (turn to 127). 
 

131 

Up ahead you can see a residence. Unusually 

for this dreary wilderness, the woodwork is 
freshly painted in a bright yellow, reminding 

you of sunflowers. The door is similarly 
painted, and a large `Welcome' mat, freshly 
swept of the recently fallen snow, sits 

proudly in front of it. A sign attached to the 
eaves of the house, swinging in the gentle 
breeze, proclaims `Bed and Breakfast - 

Knock for Service'. This is certainly the most 
homely house you have seen in many days, 
and you are reminded that, far to the south, 

this time of year is filled with happy festivals 
celebrating the rebirth of spring, and you 

begin to feel rather lonely. You may knock on 
the door (turn to 70) or head off east (turn 
to 21
). 

 

132 

You strike the creature, landing a good blow 
on the chest, but the creature does not roar 

in agony; instead, it screams in rage. In a 
manic fury, it slashes you with its claws, 

knocking you backwards. Reeling from the 
blow, and dizzy with pain, you cannot put up 
much of a defence against the maddened 

creature. It ends your life in one single, 
violent slash across your chest. Sadly, your 

background image

adventure ends here, on the very brink of 
success. 

 

133 

After several sips of the ale, you are giggling 

to yourself. By the time you are about 
halfway through the pint, you are laughing 
aloud at the most mundane of things going 

on in the bar. You are not used to such an 
alcoholic beverage; and it has an unusual 
effect on you. Turn to 124

 

134 

The path twists and turns through the vales 

of the foothills, and you are forced to make 
camp on the sheltered side of a knoll. 
Twisted and bent trees cling precariously to 

the leeward sides of the hills. You welcome 
these small copses as they give respite from 
the chill winds. Here and there, dotted about, 

are lightning-blasted trees, reminding you of 
the power of the natural world. Sometime the 
next day you enter the mountains proper, 

and you follow a well-worn goat track up into 
the inhospitable crags. Turn to 126

 

135 

The room is pleasantly adorned in 
cornflower, and a simple dresser stands 

against one wall. The small window affords a 
view of the congenial village, clinging 
precariously to life in these forgotten lands. 

The bed is small but comfortable, and you 
settle down almost immediately to a good 

nights rest. Turn to 63
 

136 

You climb the creaking stairs to your 

assigned room. Inside it is well appointed 
and warmly furnished, with a thick carpet 
covering the wooden floor, and a log fire 

burns in the hearth. You disrobe and climb 
into the warm, cosy bed and drift into a 

relaxing sleep. When you awake, you dress 
and gather your things, eager to be on your 
wav once more. Turn to 187

 

137 

You strike wildly at the beast's arm, but it is 
protested from such ineffective blows by a 

thick matting of fur; this is not the weak spot 
you had thought it to he. Pressing home its 

advantage, the Yeti swipes its claws across 
your eyes, blinding you. The Yeti has little 
trouble in finishing you off. Sadly, your 

adventure ends here, on the very brink of 
success. 
 

138 

You roughly shake the man and; after 
several moments, he comes to. "What do you 

want?" he grumbles. "I was having such a 
wonderful dream. I don't need some idiot 

pestering me by waking me up." This is not 
the response you would have expected in this 
situation. Will you talk politely to him (turn 

to 97)? Or attack him for his rudeness (turn 
to 53
)? 
 

139 

The barman leans conspiratorially over the 
bar to you. Looking around furtively he says, 

"Return to the crossroads and head north. 
Somewhere around there is a dragon. I bet 
such a fabled creature as that will know 

something of the Yeti that'll help you in your 
mission." Something in his foetid breath 
causes you to pull away, although the leering 

barman seems not to take offence. He winks 
at you and returns to wiping the glasses with 
a filthy brown rag. "Tell you what," he calls 

over to you. "This one's on the house as well, 
mate " You may choose whether to have 

another drink (turn to 6). Or if you would 
like, the barman can give you directions to 
Arkelon (turn to 80). Otherwise, you may 

pay the fee of 3 Gold Coins and go up to your 
room (turn to 151). 
 

140 

The ice creaks below you, but bears your 
weight. You slowly edge your way across, the 

absence of a rail being unsettling, and 
breathe a sigh of relief as you reach the far 
side. With a final look down, you continue 

following the path, this time away from the 
crevasse. Turn to 223
 

141 

You walk into the oncoming wind, bent over 
to help yourself make headway against it. 

After several kilometres, the path you are 
following joins another below the eaves of a 
long-dead oak tree, its branches seemingly 

reaching up to the sky in a last, hopeless 
gesture. You follow the path westwards for 
some  time,  and  it  begins  to  snow  quite 

heavily despite the wind. To continue your 
mission, turn to 102
 

142 

The wind rises, blowing the flurries of 
snowflakes into a blizzard around you, biting 

mercilessly into your exposed face and 
hands. Your visibility drops down to almost 
nothing, and you make little headway. 

Eventually, after what seems like a freezing 
eternity of whiteness, you seem to have 

background image

paced through the worst of it when you 
arrive at a diverging of ways. To the north, 

the blizzard seems to abate even more, but 
the west would seem to take you back into 
the heart of the storm. Will you take the way 

into the blizzard (turn to 82) or away from it 
(turn to 10)? 

 

143 

You close the heavy oaken doors behind you 
and try to sleep in the inhospitable, freezing 

weather outside. Unfortunately you find no 
shelter and you are about to return to the 
chapel when the weather takes a turn for the 

worse, and a storm whips up the like of 
which you have never seen. In the freezing 

conditions, you lose your way from the path, 
and cannot find your way back. You finally 
lose all hope and lie on the frozen floor, 

waiting for the inevitable. Soon afterwards, 
you die of exposure. Sadly, your adventure 
ends here in this bleak, trackless terrain. 

 

144 

The barman knows little save for the most 

basic local geography. The major road is a 
wide East-West trade route to the north, 
upon which is situated the most northerly 

village in hundreds of miles, Ordoker, though 
before that road is a wood, supposedly 
haunted by long-dead trappers. The barman 

offers to put you up for the night free of 
charge because, as he puts it, "We don't get 
many strangers in these parts.” You 

gratefully accept. Turn to 151
 

145 

The ice bridge creaks under your weight as 
you step onto it. After a few moments, you 
muster up enough courage to take another 

step. Looking down, you begin to feel dizzy as 
you glimpse the floor of the crevasse over one 
hundred metres below. You take another 

step, and the bridge cracks. 
 

You stand completely still, not daring to 
move. Slowly, ever so slowly, you inch 
backwards, cold sweat forming on your brow. 

A harsh howl pierces the still air, carried by 
the lazy winds. A pack of snow wolves, 
vicious hunters, has caught your scent. 

Their white fur makes them almost invisible 
to the naked eye, and you do not relish 
getting into combat with a pack of 

bloodthirsty hounds. You decide to make a 
break for it. 

 
Your pulse racing, your heart in your mouth, 
you take a leap. But in your hurry, you 

misjudged the distance. You miss your 

footing and plummet down to the bottom of 
the ravine. That night, the snow wolves feast 

upon fresh meat for the first time in weeks. 
Sadly,  your  mission  ends  here,  in  the 
mountains. 

 

146 

You head southwest, past the bridge, 

continuing your journey until nightfall. The 
sky is unusually clear, and you spend a 
night under the stars, sheltered from the 

elements in a trapper's lodge by the roadside. 
You awake, gather your belongings and 
follow the pathway. Soon after setting off, 

you reach a stone bridge spanning the dark, 
foaming waters. Realising that you do not 

want to head too far south as this is taking 
you away from your goal, you decide to cross 
the river here, heading northeast. Turn to 

149
 

147 

The track here appears to have degenerated 

into an animal trail, and you are forced to 
guess your direction, trudging through drifts 

reaching your knees. The going is tough, and 
you make slow progress across the 
undulating landscape. Finally, you reach a 

cleared road. A signpost proclaims that to 
the east is Teckleton Tor, whereas to the 
north is an Inn. Would you rather visit 

Teckleton (turn to 24) or the Inn (turn to 
203
)? 
 

148 

You begun to feel guilty as you realise that 
your act may not have gone unnoticed by the 

deity the priest served. You may recant of 
your actions in prayer (turn to 96) or shake 
off these pathetic feelings (turn to 130). 

 

149 

Heading away from the bridge, you soon 

reach an Inn, once gaudily painted, but now 
in need of extensive renovation. A once-
jaunty sign proclaims the place to be called 

"The Southern Inn." Smoke rises lazily from a 
chimney, promising warmth by a fire. But 
you are also aware that the local woodsmen 

and trappers are a rough breed, given to 
heavy drinking and brawling. Leading away 
from here are two pathways, one heading 

west and one heading northwest. If you 
desire, you may enter the Inn by turning to 

152. The only other course of action is to 
leave westwards (turn to 185) or in a north-
westerly direction (turn to 216). 

 

background image

150 

You follow the torrent upstream until you 
arrive at its source, where three fast-flowing 

streams converge. After crossing an old stone 
bridge spanning one of these streams, you 

head north for the rest of the day, stopping 
to rest when it becomes too dark for you to 
see. In the morning, after you have feasted 

on a meal of careless pheasant, you continue 
northwards. 
 

Soon you can just make out what appears to 
be trees on the horizon, and, as you draw 
nearer, to realise that you are heading 

towards the eaves of a dark, silent forest. The 
path leads you straight between two ancient, 

tall pine trees and into the heart of the 
forest. The light is muted here, below the 
canopy, high above. It is eerily quiet, as if 

nothing lives here; perhaps something has 
scared all the creatures away. The oppressive 
atmosphere begins to weigh heavily upon 

you. The wind begins to rise, taking your 
mind off such morbid things. Turn to 72
 

151 

You securely bolt the door of the room 
behind you; you cannot be too careful in 

these parts. The room is small and sparsely 
furnished, typical of the attitude of the locals 
towards what they might consider opulence, 

but it is clean and cosy. Blankets have been 
folded and placed at the end of the bed, and 
you go about getting ready to retire for the 

night. The coal fire in the grate has burned 
down low and you climb between the 

blankets, and you drift into a peaceful night's 
repose. 
 

When the morning comes, far too quickly, 
you rise and return to the Common's Room. 
After eating a meagre breakfast prepared half 

heartedly by the Innkeeper's wife, and leave. 
Returning the short way to the junction, you 
head north. Turn to 29

 

152 

You push open the door and enter an 

antechamber with a flight of stairs leading 
upwards and a door directly opposite. 
Behind  you,  the  main  door,  operated  by  a 

powerful spring, closes. Going on through 
the door opposite, you enter the Common's 
Room, where all and sundry come to relax 

after a hard day’s work. Dubious characters 
look up from their drinks as you enter, and 

you hear some furious muttering. 
 
The log fire burns merrily in the hearth and, 

crossing over to it, you warm yourself by its 

flames. You are soon warm. Making your way 
through the smoky air, you find the barkeep, 

a rotund man, polishing glasses at the bar. 
He enquires as to whether you would like a 
drink, and, to be friendly, you reply the 

affirmative. He moves over to the large 
pumps and enquires whether you would like 

to try Dragon Ale (turn to 160) or Scimitar 
(turn to 85). 
 

153 

You walk through the narrow streets and 
find your way to the market, composed of 
seven dowdy stalls of mediocre quality 

merchandise. Out of all the things on sale, 
only the following catch your attention: 

 

WATER BOTTLE 

 

2GP     

GOLDEN DAGGER  

15 

GP 

SILVER ARROW 

 

8GP     

BLACKSMITH'S HAMMER 4 

GP 

STONE EFFIGY  

 

2GP     

SWORD              

 

20GP 

 
You may buy any or all of the above if you 

have sufficient funds to do so. When you 
have finished browsing, you take your leave 

of the market, departing via the narrow, 
winding side streets of the village. You decide 
that now would be a good time to leave 

Ordoker and continue your quest. 
 
When  you  find  yourself  back  at  the  main 

thoroughfare that dissects Ordoker, you 
follow it away from the village and out into 
the wilds surrounding. Once more, the 

beauty of nature strikes you; even in this 
harsh wilderness, you can see her magical 

touch. The snow lends a mystical aura to the 
environment, covering the ground in a thick, 
white blanket. Now you must decide whether 

you are heading east (turn to 28) or west 
(turn to 90). 
 

154 

Thanking the man for his help, you depart 
from the hostelry and, avoiding the market, 

make your way towards the main 
thoroughfare that dissects 0rdoker. You 
follow it away from the village and out into 

the surrounding wilds. Once more, the 
beauty of nature strikes you; even in thus 
harsh wilderness, you can see her magical 

touch. The snow lends a mystical aura to the 
environment, covering the ground in a thick, 
white blanket. Now you must decide whether 

you are heading east (turn to 28) or west 
(turn to 90). 
 

background image

155 

Quick as a fox you unsheathe your weapon 
and strike at the man, but as your weapon 

connects, he disappears, and your blow 
strikes at nothing. Instinctively you turn 

round in time to see the man gazing at you; 
but he is no longer smiling. He speaks a 
word in an arcane tongue and you are turned 

to stone. Sadly, your rash actions have 
caused this to be the end of your mission. 
 

156 

You follow the eaves of the great, green, 
silent wood westwards until deciduous trees 

become more prevalent, the pines and firs 
now being dotted among them. After some 
time you arrive at a small path leading into 

the dense forest where an old oak has 
collapsed, The snow is beginning to fall 
afresh, so you decide to take shelter beneath 

the huge, spreading, leafless arms of the oak 
trees.  Turn to 186 to follow the track 
northwards. 

 

157 

You walk down the central aisle between the 

seats.  You  rummage  around  in  the  seats, 
although you only turn up a Small Locket 
overlaid with silver filigree in the shape of a 

bouquet of flowers surrounded by oak leaves, 
the detail of which is exquisite. You pocket 
this. The hard seats and meagre furnishings 

are a pointed reminder of how poor the 
people in this area are. Walking towards the 

back of the church, you climb the semi-spiral 
steps - of which you count six - up onto the 
pulpit, which presides over the room. You are 

marvelling at the smooth finish of the 
wooden lectern when you hear the creak of 
the doors opening . . . Turn to 118

 

158 

You draw your weapon and run at the young 

man, He has no chance to defend himself 
and falls to the ground, dead. His dark red 
blood forms a pool and begins running in 

rivulets along the cracks in the flagstones 
beneath your feet. You search his belongings 
and discover that he was merely an unarmed 

acolyte come to replace the candles. 
Saddened and guilt-ridden by your actions, 
you may decide to pray here for forgiveness if 

you want (turn to 75). Otherwise, you may 
continue your search of the chapel (turn to 

194) or retire to the nave, leaving the scene 
of your crime, where you may sleep in 
relative comfort. In the morning, you rise 

with the sun, anxious to be away from here 
(turn to 193). 
 

159 

The track you are following eventually peters 
out so that you are left floundering in waist-

deep snow. Unable to continue, you attempt 
to retrace your steps, only to discover that a 

recent flurry of snow, coupled with the 
strong winds, have covered your tracks. You 
decide that your only option is to make your 

way ahead in the direction you were heading. 
Pushing against the drift, your progress is 
very slow. However, after about one hundred 

metres, the snow becomes markedly less 
deep, and you emerge from what was a dip in 
the ground, possibly the site of an ancient 

pool. Soon, the snow is merely crunching 
underfoot, and the wind has slowed to a 

gentle breeze. Turn to 77
 

160 

The barman returns from the barrel with a 

tankard of Dragon Ale. You sip the bitter 
brew and take stock of your surroundings. 
Behind you, a group of men are gambling, 

their rowdiness and catcalls providing the 
aural backdrop to the inn. No one is coming 

up to the bar; they all seem to be nursing 
their drinks. The ale is certainly refreshing, 
and you take this opportunity to rest after 

your gruelling journey thus far. You notice 
that the barman is staring at you. You could 
engage him in conversation if you wish (turn 

to 2). There is also the gambling table, which 
you may visit if you would like to increase 
your funds (turn to 62). You may also leave 

by turning to 11
 

161 

You follow the winding path for the rest of 
the day. After resting for an uncomfortable 
night in a hunter's lodge, you continue at 

first light. Around mid-morning you reach a 
deep, fast-flowing river. A crude wooden 
bridge spans the murky, uninviting waters. It 

is of rough quality, being very low to the 
river, and the waters constantly buffet it. You 

may cross the river here (turn to 113) or 
follow the river northeast, hopefully towards 
the source of the river (turn to 36) or 

downstream to the southwest (turn to 146
in search of a safer crossing. 
 

162 

You step gingerly on to the wooden frame 
and make your way carefully to the other 

side, super-aware of every vibration caused 
by the foam-flecked waters of the river. 
Stepping off the bridge, you breathe a sigh of 

relief and rest for several minutes, waiting for 
your pulse to return to normal. You head 
northeast from here. Turn to 165

background image

 

163 

The path coils around and comes to an 

abrupt end at a pool of water, secluded from 
view by an unusual ring of bushes that grow 

all around the perimeter of the pool. A bench 
has been constructed from pinewood and sits 
alone, gazing out over the pool. A small isle is 

in the centre of the mere, where you can 
make out what seems to be the nest of a 
large bird. If you would like, you may swim 

out to it (turn to 38) or sit on the bench 
(turn to 25). 

 

164 

You make your way to the street where the 
hostelry is situated after inquiring of a guard 
regarding its whereabouts. The name of the 

hostelry is The Traveller's Respite Inn and, 
after observing the well-appointed exterior of 
the building you seriously consider staying 

here tonight. You push open the red-painted 
door and enter a well-kept and tidy reception 

area. To your right, a brass plaque upon a 
door proclaims the room behind it to be ‘The 
Commons Room’. A bell sits on the reception 

desk, a sign by which reads ‘Ring For 
Service’. You ring it, and after a few 
moments, a receptionist dressed in a well-

worn suit appears. You may enquire of him 
about the Yeti (turn to 174) or ask about a 
room for the night (turn to 49). If you would 

like to leave now, return to the centre of 
town. Return to 17

 

165 

You follow the path until it merges with 
another. It begins to twist and coil until you 

are heading in a roughly northwest direction. 
Up ahead you see something glinting in the 
muted sunlight. Warily you walk towards it, 

careful of any hunting traps, which may be 
set to capture wild animals for their pelts. 

These pelts sold for huge prices and are in 
great demand for their quality. Fortunately, 
there are no traps and you come upon the 

shiny item, which is a Highly Polished 
Sword
. You inspect the weapon and 
ascertain that it is of very high quality, made 

by a master smith. Stowing the weapon 
safely in your scabbard you continue 
onwards, wondering about who might have 

lost such a magnificent weapon. Turn to 
182

  

166 

After walking for roughly three-quarters of an 
hour, you arrive at the end of the path, 

which terminates in an inn. A creaking sign 
attached to the front of the inn by a metal 

bracket, swinging lazily in the wind, 
proclaims this place to be “The Snowy Owl”. 

It is a little run-down, although you might 
find food and shelter here. The chimney has 
black smoke pouring from it, promising 

warmth at least. You may enter by turning 
to 7
, or leave the path and sleep rough, 

returning to the crossroads and heading 
onwards in the morning by turning to 29.                
 

167 

You may have found some of the following 
items during the course of your adventure. 
Of course, you may only use an item that 

you have definitely found and written down. 
What will your approach be? 

 
A Magic Spell –  

 

To use Scroll #lturn to 191
To use Scroll #2turn to 211
To use Scroll #3turn to 207

To use Scroll #4turn to 108
  

A Weapon – 

 
To use the Axeturn to 50

To use the Swordturn to 9
To use the Polished Swordturn to 179.  
To use the Blacksmith's Hammer,  turn 

to 190

To use the Silver Arrowturn to 13
To use the Throwing Dagger,  turn to 

51

To use the Golden Daggerturn to 225
 

Otherwise, you may use the Dragon 

Talisman by turning to 44, or the Lead 

Charm by turning to 171
 
If you have none of these items, you had 

better pray for help (turn to 48). 
 

168 

Pulling out a red-spotted handkerchief, he 

blows his nose loudly. "These cold places will 
be the death of me," he mutters to himself, 

before turning his attention back to you. 
"What do you want?" he asks. You remind 
him that he called you over. "Did I?" he asks. 

"Well, I suppose I'd better tell you something, 
then." You stifle a smile: you do not want to 
offend this old man. "I must travel south 

now," he says, "but first I must tell you this: 
A stay in the second room in the Ordoker Inn 
will be profitable to you." Then he shakes 

your hand and shambles off in a vaguely 
southerly direction. Shaking your head and 
smiling to yourself, you continue east (turn 

to 221) or west (turn to 39). 
 

background image

 

169 

You take a swig of the ale, and are pleasantly 

surprised at the refreshing taste. It is one of 
the best drinks you have ever quaffed, and 
you finish it quickly, savouring the taste. 

When you have finished your drink, will you 
engage the barman in a conversation about 
the Yeti (turn to 139)? If not, you decide to 

pay the three gold coins and retire to your 
room (turn to 151). 
 

170 

You leave the bridge behind and follow the 
river. The cool climate becomes even colder, 

and snow starts to fall sporadically from the 
leaden sky. Up ahead, you can see another 
bridge spanning the river. It is a hump-

backed bridge made of stone, and looks very 
sturdy and safe. Cross this, if you wish, by 
turning to 57. Otherwise, you continue to 

follow the track northeast, which bends away 
from the riverside. The snow begins to fall 

faster  and  you  turn  up  your  collar  (turn to 
56
). 
 

171 

You pull the charm from your pack and 
attempt to use it. The Yeti roars angrily and 
approaches you, forcing you to back off as 

you attempt to use the charm. If you know 
how to use it, you may do so now. If not, 

then you had better turn and run (turn to 
116
). 
 

172 

You poke around in the charred, fire-
blackened cupboards and rifle through the 
rotting drawers, but find nothing of any 

value. It seems this place has been looted 
already. The loneliness of the once-grand 

edifice, now reduced to a blackened wreck 
saddens you, reminding you that nothing 
lasts forever; reminding you of your own 

mortality. You decide to leave before your 
thoughts become any more maudlin and self 
pitying. Turn to 216.                           

 

173 

The Trader hands you your purchases over 

the counter and thanks you for your 
business. Just as you are about to leave, he 
calls you over. "Hey," he says, “I bet you’re 

the best customer I’ve had all day. Here, 
have this. He pulls an Oak Bow from 
beneath a table. "'Course, you'll be needing 

something to fire from it. You might want to 
try the Blacksmith in town." He winks at you 
and sits back in his chair, waiting for more 

custom. You thank him and leave. Outside, 
you critically examine the quality of your 

purchases as you make your way back to the 
centre of town. Return there by returning to 
17

 

174 

As you mention the Yeti, the man's eyes 

become wide and he gapes at you. "Surely 
not in my lifetime!" he splutters. "I'd best 
prepare myself." With that, he walks off, 

muttering to himself about weapons and 
barricades. After several minutes, he still has 
not returned. Dejectedly, you leave. Return 

to 17
 

175 

The beast freezes in time. Quickly you decide 
your best plan of action. Wil1 it be another 
item (turn to 167)? Or will you use this 

breathing space to try to exploit the beast's 
weakness (turn to 210)? Or will you escape 
(turn to 188)? Be quick: the magic in the 

charm will only last a few more seconds! 
 

176 

You push your way through the rotting 
timbers and enter the rubble-strewn dump. 
Ashes and blackened stones tell you that 

there was a great fire here, once, although 
some of the furniture is miraculously intact 
despite the years. You may search here if you 

wish (turn to 172) or continue your mission 
(turn to 216).                

 

177 

You arrive at the inn to find it closed, its 
doors firmly locked. Sighing, you miserably 

return along the tree-lined path, arriving 
back at the junction about an hour after you 
left it. Return to 216 to decide where to go 

now. 
 

178 

"Hello, Sir," says the greasy barman, "what 
can I get for you?" You notice that there are 
three ales on tap here. You comment on the 

choice, and he grins widely. “This is the best 
inn for a hundred miles,” he boasts. You 
compliment him on his bar keeping skills, 

and he is genuinely flattered. "Thanks, 
mate," he says. "Tell yer what, the first one's 

on the house!” Will you take this opportunity 
to savour Dragon Ale (turn to 169), Scimitar 
(turn to 133) or Assassin's Wire (turn to 

73)? Or will you politely decline the offer, 
asking about the area around here (turn to 
144
)? 

 

background image

179 

You go to pull out the Polished Sword when 
you realise that you no longer have it: your 

scabbard is empty. Thinking back, you 
realise that you must have left it at the camp 

last night! Quickly return to 167 to decide 
what to do now. 
  

180 

The snowy becomes ever deeper as you walk 
this northerly path, making it increasingly 
difficult to continue forwards, the northerly 

wind uncomfortably striking you in the face. 
Looking ahead, your eyes watering in the 

cold, you see that you are entering a range of 
low hills. The trail snakes between the lonely 
peaks, and your path meets another, forming 

a Y junction in a secluded valley. The trail 
heads away from here to the north, so you 
follow it up the side of a hill. Atop the hill, 

where the chill wind is at its coldest, you 
espy that ahead, balanced precariously upon 
the highest hilltop, is a small chapel. You 

eventually reach the chapel, and a brass 
plaque screwed to the front of the huge, 

wooden front doors reads "Teckleton Tor." 
Many paths lead off from here, all in various 
southerly directions. You may enter this 

place of worship (turn to 37). Otherwise, you 
head off following the northern path (turn to 
195
). 

 

181 

You head north for the rest of the day. As 

night falls, you alight upon a small cottage. 
Smoke billows from the chimney, making 
known to you that it is inhabited. You knock 

on the front door, and are greeted by a 
plump woman with red cheeks. You are 
ushered unto the kitchen where a farmer 

warmly welcomes you to his house. After a 
warm meal, and a hot drink, the farmer tells 
you that up ahead the road turns towards 

Teckleton Tor. You sleep in a warm spare 
room and wake feeling refreshed. 

 
In the morning, the farmer offers to give a 
ride on his wagon to the Tor, and you readily 

accept. Bidding farewell to the farmer's wife, 
you set off. You make good time, and arrive 
shortly before noon at Teckleton Tor. You 

thank the farmer for his hospitality and bid 
good day to him. He rides off, leaving you 
alone, atop a bleak, windswept hill. The 

chapel is old, but well kept. You may enter if 
you wish (turn to 37) or leave northwards 

(turn to 195). 
 

182 

The weather stays uncharacteristically mild, 
allowing you to make good progress. High 

above, crows and ravens call out their 
chilling cries, unnerving you. Beneath your 

feet, the grasses and lichen indigenous to 
this frozen realm are beginning to come out 
in full force, reminding you that spring is in 

the air. Many miles to the south, in your 
home town, preparations are no doubt 
underway for the annual spring fete, where 

produce will be sold, and wine will be drunk; 
and all will become nothing but merry for a 
whole week. Feeling suddenly homesick, you 

turn your eyes to the ground and press on. 
Soon you arrive at a converging of ways 

where you may head north (turn to 181) or 
northeast (turn to 163). 
 

183 

The rooms downstairs are all empty, save for 
the odd piece of decaying furniture. All is 
covered in dirt and grime. After scrabbling 

about for several minutes, you discover a 
trap door, half covered by the detritus of 

years of neglect. This must lead down unto 
the cellar. You can go down to the cellar if 
you would like (turn to 104). If not, there is 

nothing else here for you, so you leave. Turn 
to 99

 

184 

The trader hands you your purchases owner 
the counter and thanks you for your 

business. Just as you are about to leave, he 
calls you over. "Hey," he says, "I bet you're 
the best customer I've had all week. Here, 

have this." He pulls an Oak Bow from 
beneath a table. He winks at you and sits 
back in his chair, waiting for more 

customers. You thank him and leave. 
Outside, you critically examine the quality of 
your purchases as you make your way back 

to the centre of town. Return there by 
returning to 17

 

185 

You leave the inn behind and soon arrive at a 
junction. Above, the leaden sky oppressively 

continues its mental assault upon you. It 
seems  almost  as  though  it  is  trying 
desperately to drain you of your optimism 

and energy. Sighing moodily, you choose a 
path and stride down it, anxious to be away 

from here. Will you head south (turn to 60
or north (turn to 12) or are you returning to 
the inn (turn to 86)? 

 

background image

186 

The dark forest seems to close in on you from 
all sides, encroaching aggressively on the 

path, seemingly trying to erase all of man's 
efforts to tame these wilds. The sunlight only 

penetrates here and there, leaving you 
walking in the murky half light beneath the 
trees. Sometimes you pass hardy oaks or 

beeches, reminding you of the warmer, 
temperate lands of your birth. Mostly, 
though, hardier firs and pines, more used to 

these cold lands, surround you. 
 
Ahead you notice the path becoming more 

distinct, and it seems lighter. After about half 
a mile you arrive at the edge of the forest, 

blinking in the pale sunlight. The eaves of 
the forest offer some shelter from the cold 
winds, but you realise that you must press 

on with your mission. The bitter breeze once 
again bite into you as you trek northwards 
away from the eerie woodland. Turn to 141

 

187 

You bid farewell to the farmer, thanking him 

for his hospitality. Closing the door, you set 
off once again, sorry to be away from the 
warm fire. Fresh snowfall overnight has 

covered your tracks, so you have to rely 
completely on the farmer's directions. Turn 
to 22

 

188 

After a day's journey, you stop and camp, 

spending a miserable, cold night in the snow. 
You awake still weary, and make poor 
progress the next day. The weather is 

reasonably mild; although there are several 
brief flurries of snow each day, and the 
landscape is drear, with not so much as a 

tree to break the bleak vista. 
 
It takes you seven days to reach the end of 

the road, which terminates in a major city, 
where you spend a further two weeks being 

cared for by those in the medical profession, 
suffering as you are from exposure. You are 
advised to forsake your quest and return to 

the warmer climes of the south, and you are 
forced to concede that the Yeti could he 
anywhere by now. Packing your bags, you 

take the wide Great South Road away from 
this arctic tundra. Sadly, you have failed in 
your quest, but at least you have escaped 

with your life. 
 

189 

"SESQUIPA LANTIA MERCORADIA," you 
recite perfectly, just as the priest taught you. 
The beast looks mournfully at you, and you 

think you can detect a glint of intelligence in 
its eyes. It lets out a pained roar before 

turning into stone. As a gory reminder of this 
ancient evil, the Yeti, in its final pose, is 
letting out a blood-curdling scream. Turn to 

230
 

190 

Swinging the hammer wildly, you manage to 
make contact with the beast square in its 
chest. The Yeti roars out in pain, flailing 

wildly with its paws. A lucky strike causes 
you to lose hold of the hammer, and you are 
forced  to  drop  it  onto  the  carpet  of  thick, 

white snow beneath your feet. The enraged 
Yeti roars again and swings at you. Your only 

hope is to run. Turn to 116
 

191 

You read the words of the scroll, and fake 

gold and treasure appears in your hands; 
but such wealth does nothing to appease the 
beast, which merely swipes at you with an 

oversized paw. You stagger backwards, intent 
on escaping. Turn to 116

 

192 

The priest eventually seems to overcome his 
initial mistrust of you, and seems quite 

talkative; perhaps he sees few people in these 
under-populated wilds. Now you have his 
trust, will you steer the conversation towards 

the subject of the Yeti (turn to 114), or will 
you just continue with your general chat 

(turn to 42)? 
 

193 

You open the huge doors of the chapel and 

squint in the bright morning sunlight. 
Glancing behind, you note that the place 
seems almost warm and cosy, a haven from 

the harsh realities of the world. Regrettably, 
though, you must leave. Closing the doors 

behind you, you wrap your cloak around you 
against the cold air and set off in a northerly 
direction. Turn to 195

 

194 

Now that you are alone once more, will you 
examine the pulpit (turn to 197) or the seats 

(turn to 199) of this quaint little chapel? 
 

195 

You head northwards through the knee-deep 
snow, which keeps finding its way down into 
your boots; this is very irritating. You watch 

with a critical eye the sun disappearing 
below the western horizon. After a night 
spent in an abandoned farmer's cottage you 

background image

set off in the morning at a brisk pace as soon 
as the sun is high enough in the sky for you 

to see adequately. 
 
After about a half hour you hear rushing 

water up ahead, and you soon arrive at the 
banks of a fast-flowing river. There is no way 

to cross the torrent here, so you must decide 
whether to follow the river downstream (turn 
to 214
) or follow along the banks of the river 

upstream to the northeast (turn to 150). 
 

196 

You hand over the money and purchase the 

scroll. On it is written the Snowstorm Spell
Note this down, along with the scroll number 

(#4). You may now buy Scroll #1 (turn to 
52
), Scroll #2 (turn to 222), or Scroll #3 
(turn to 64). Or, if you have finished 

spending your money, you may talk to the 
owner (turn to 33) or leave (return to 17 to 
decide where to go next). 

 

197 

Walking towards the back of the church, you 

climb the semi-spiral steps - of which you 
count six - up onto the pulpit, which 
presides over the room. The pulpit is small 

and cramped, although well made and 
sturdy. You marvel at the smooth finish of 
the wooden lectern. A book stands open on 

the lectern, although it is in a foreign 
language, and you soon tire of it. You settle 
down to sleep and leave in the morning. 

Turn to 193
 

198 

Walking towards the back of the church, you 
climb the semi-spiral steps - of which you 
count six - up onto the pulpit, which 

presides over the room. You are marvelling at 
the smooth finish of the wooden lectern when 
a creaking sound alerts you that someone - 

or something - is at the door . . . Turn to 
118

 

199 

You walk down the central aisle between the 
seats. Searching carefully, you turn up 

nothing, although the hard seats and meagre 
furnishings are a pointed reminder of how 
poor  the  people  in  this  area  are.  As  your 

search turns up nothing, you decide to turn 
in for the night. You settle down to sleep and 

leave un the morning. Turn to 193
 

200 

For about an hour you continue your 

northern  odyssey.  Lulled  as  you  are  into  a 
sense of security by the boredom of the 

surrounding scenery, you do not notice a 
white shape moving towards you from the 

west until it is almost too late. A loud snarl 
from  your  left  causes  you  to  look  up  in 
bewilderment; it is then that you catch your 

first glimpse of the Yeti. 
 

Ten feet tall and pure white, the Yeti is 
almost invisible from a distance. It has large 
forelimbs terminating in paws, which it can 

use as arms when standing upright. The vast 
bulk of the body is muscular and toned, and 
the teeth in its mouth are wickedly sharp. It 

is covered in a thick matting of pure white 
fur, which serves to keep the beast warm, 
but it also serves as impromptu armour. 

Again, it lets out a terrifying scream; perhaps 
it senses victory already? Just how are you 

going to defeat such a horrifying opponent? 
Turn to 167
 

201 

You duck and dive, running in a zigzag 
pattern to try to outmanoeuvre the huge 
bird. Up ahead you see a small copse, and 

you make for this hoping to lose the bird in 
the densely packed trees. After waiting for a 

sufficient time, you decide that you are no 
longer in danger, and walk through the small 
wood to the eaves. After a final check that 

the bird is no longer waiting, you set off into 
the snowbound wastes. Because you have 
lost the path, you make slow progress, 

constantly having to retrace your steps to 
avoid deep drifts. Halfway through the 
second day, you reach a road dissecting the 

landscape in a north - south direction. The 
snow is knee-deep here, and you    welcome 

the respite that the roadway affords. Despite 
the chill wind, you set off north at a brisk 
pace. Turn to 195

 

202 

The path soon becomes a well-travelled 
roadway and swings to the north. Ahead you 

can see the walls of a town, and the roadway 
leads straight towards it, You pass a farmer 

who is leading a mule and cart towards the 
town. You ask him the name of the town and 
he  replies  that  it  is  Arkelon,  Wonder  Of  The 

North. You thank him, despite feeling very 
little wonderment at such a small town. 
Upon drawing nearer, you see that the large 

oaken gates are standing open and you make 
for them. You enter Arkelon behind a hay 
cart and nip quickly between the 

unobservant guards. Inside, people are going 
in droves toward the market square and you 
are pushed along      with them (turn to 17). 

 

background image

203 

You walk north for some kilometres, hoping 
devoutly for the freezing wind and driving 

snow  to  cease.  More  than  once  you  have  to 
stop to empty your boots of snow. Spotting a 

post on the horizon, you set yourself a goal 
to reach it, blocking out all the pain and 
discomfort. Because of your determination, 

you arrive at the post by late afternoon, 
having made good time. The sign says that to 
the east is a fountain and to the west is an 

inn, where you may receive succour. Do you 
want to make for the Inn (turn to 166) or the 
Fountain (turn to 8)?  The  path  also  heads 

off north, although the signpost does not 
point that way. You could take this path 

(turn to 29). 
 

204 

"Your best bet, mate," says the proprietor, " 

is to make for Teckleton Tor, to the west. The 
priest there is considered by some around 
here to be some kind of oracle. As for me, I 

know nothing." You can get nothing more 
from the man, not even his opinion on the 

priest’s supposed powers, so you thank him 
and leave. Return to 17
 

205 

You remove your clothes and step gingerly 
into the pool, which is very cold. You swim 
out towards the middle, but you begin to get 

cramps. You turn and try to make for the 
shore, but you have lost all sensation in your 

extremities, and seem unable to make any 
use of your arms. You sink to the bottom of 
the pool, unable to make it to the shore. 

Sadly, your adventure ends here, at the 
bottom of a freezing cold body of water. 
 

206 

You brush the snow from the signpost. You 
discover that to the northwest is Teckleton 

Tor, which you may visit by turning to 180
To the southeast is an inn, which you may 
patronise by turning to 177. To the east is a 

Hunter’s Lodge, which you can stop at by 
turning to 41. A wide, fast-flowing river 
prevents any travel to the east.           

 

207 

You hastily read the words on the scroll. A 

bright light appears above the Yeti's head, 
which it stares at for a few seconds. Then it 
swipes at the light, before growling angrily. 

You have succeeded in angering it. In a 
furious rage, it lunges at you. You had better 
try to escape (turn to 1l6). 

 

208 

Your frostbitten fingers grasp the bow tightly. 
Reaching into your pack, you take out the 

silver arrow. Carefully nocking it in the bow, 
you fire, praying for luck. The arrow flies 

straight and true, hitting the beast squarely 
in the chest, in its heart. Screaming in pain, 
the Yeti collapses to the floor, writhing in 

agony. It takes several hours for the beast to 
die. Turn to 230
 

209 

You arrive back at the encampment just 
before dawn, as the sunlight is breaking 

through the darkness of night. You make 
your way through the camp to Khris' caravan 
and knock loudly upon the door until he 

opens it, bleary eyed. "What do you want?" 
he enquires, still half asleep. You tell him of 
what you have seen, and his face drops. He 

invites you in, and you sit at a small table as 
he brews a hot drink to warm you. 
 

It takes you almost an hour to describe to 
him all that you saw in just those few, brief 

minutes that you were in the settlement, and 
he often interrupts with questions. He seems 
particularly interested in the claw- and bite- 

marks that you mention, and he asks you to 
go into as much detail as you can about the 
size and shape of them. Finally, you finish 

your tale, exhausted at having missed a 
night's sleep. Khris face is stern, and he is 
silent for a long time. Finally he speaks. 

 
"Have you ever heard the tale of the 

Abominable Snowman?" he asks. You reply 
the negative. "This creature, also known as 
the Yeti, was responsible for the deaths of 

many north-men, according to local legend. 
It is a huge creature, eight-feet tall, with 
mighty claws, and an insatiable appetite for 

destruction. It craves human flesh, and it 
has no sense of morality, no knowledge of 
what is right and what is wrong. The last 

sightings of the beast were well over one 
hundred years ago. It is still used as a local 

boogieman,  used  to  send  children  to  bed  at 
night, but few really believe the tales. W hat 
you have described sounds reminiscent of an 

account I read once, an eyewitness account 
or a massacre accredited to the Yeti; but that 
was over one hundred years ago." 

 
"Did anyone ever try to kill the Yeti," you ask. 
 

"Why certainly!" replies Khris. "Many tried 
and many died. The Yeti was simply too 
cunning an adversary, seeming always to 

ambush the trappers when they least 
expected it. Many men boasted that they 

background image

would be the ones to defeat the Yeti, and all 
disappeared in the tundra. Most were never 

seen again. A few were found, ripped to 
shreds. Those that escaped vowed never to 
try again." 

 
“And what of the Yeti, then, you enquire. 

Where has it been for the past century?” 
 
Khris shrugs. "Rumour had it that a North-

man trapper killed it, but was killed in doing 
so. Surely, there have been no sightings 
since. I don't know what could have 

happened. But as long as the Yeti is on the 
loose, my caravan certainly isn't safe. I will 
have to spend much more on guards . . . In 

fact it will not be worth it, not with all my 
other overheads. I will have to close down 

this trade route." 
 
You look directly at Khris. "What if I was to 

rid the world of the Yeti?" you ask. "What 
would you give me?" Khris gawks at you in 
disbelief. 

 
"This caravan is my livelihood," he slowly 
admits. "If you could save that, it would he 

worth thousands of gold coins. More than I 
care to imagine. Would you truly consider 
doing this for me?" You gallantly say that you 

will. “That's just marvellous,” simpers Khris. 
"If you return to me with proof of defeating 

the Yeti, I will make you a joint partner in 
this caravan trail. I can't say fairer than 
that!" 

 
You agree that he certainly can't, and you 
readily accent his offer. You agree to meet 

him in a town about a week's journey from 
here, bringing proof of the Yeti s demise. You 
stand and are about to leave when Khris 

takes a pouch from his belt and hands it to 
you. Inside are 25 Gold Coins. "You can pay 

me back when you return, he jokes. He also 
tells you that he will tarry here today in order 
to allow you a full day's rest before 

embarking upon your quest. As you settle 
down to sleep, you have a feeling that big 
things are finally coming your way. 

 
Turn to 128
 

210 

If you wish to try to exploit the Yeti's 
weakness, you must have some kind of 

piercing weapon. If you do not own a Sword
an  Axe, a Throwing  Dagger or a Golden 
Dagger, then you must turn to 167 to 

reconsider your method of attack. If you are 
using the Golden  Dagger,  turn  to  225 
immediately. If you are using a Polished 

Sword,  turn  to  179 immediately. If not, 
continue reading. If you know what the 

beast's weakness is, you will know where to 
turn to now. If not, then you can make a 
guess by hitting the Yeti's leg (turn to 103), 

or its arm (turn to 137) or its chest (turn to 
132
). 

 

211 

You reach into your pack and withdraw the 
scroll. Unfurling it quickly, you read aloud 

the words written. The beast looks 
mournfully at you, and you think you can 
detect a glint of intelligence in its eyes. It lets 

out a pained roar before turning into stone. 
As a gory reminder of this ancient evil, the 

Yeti, in its final pose, is letting out a blood-
curdling scream. Turn to 230
 

212 

You hand over the gold and the blacksmith 
leans confidentially over to you. "Seek the 
friar of Teckleton Tor," he advises. He also 

tells you to watch out as a dragon has been 
spotted to the north of here. You thank him 

for his help and leave the smithy. Outside 
you shiver in the brisk air, sorry to be away 
from the huge furnace. Return to 17

 

213 

After briefly becoming lost, you manage to 
find your wav to the traders' chop - a smart 

freestanding building of red brick. Upon 
pushing open the door, a bell tinkles 

somewhere, announcing your presence to a 
young man who starts talking to you non-
stop about fantastic financial investments 

(pieces of junk!) You try to question him, but 
he blatantly refuses point-blank to talk to 
you until you have bought something. He 

mutters something about company policy. To 
see his wares, turn to 26, but if you have 
already had enough of this fellow, you may 

leave by returning to 17
 

214 

You make your way down to the shale bank, 
but can see nothing, save for the ruins of an 
ancient stone bridge. You turn to look the 

other way, and make out what seems to be a 
log cabin, so you make for this. It takes only 
takes you about fifteen minutes to get there. 

The door is not locked, and you go 
immediately inside to escape from the 

freezing chill of the winds, seemingly even 
colder here by the river. 
 

The cabin was, it seems, once a boat shed, 
although there are no worthy vessels here 
now. There is, however, a roughly 

background image

constructed raft attached by a rope to a 
metal cable, which is attached to a tree on 

either side of the torrent. If you move the 
looped end of the rope along the cable, you 
would gradually move the raft across the 

waters without being swept away. If you 
think this is a good idea, and would like to 

cross the river using this method, turn to 
217
. Otherwise, leave the shelter of the 
boathouse and continue following the river 

upstream to the northeast. Turn to 150
 

215 

The owner of the shop seems genuinely 

concerned by your plight, and tells you that 
he has four scrolls, given to him by a 

barbarian in exchange for food. He says that 
as they cost him very little, he will let you 
have them for only five gold coins each. He 

does not know what magic is contained on 
the scrolls, but is willing to do you a good 
turn.  If  you  want  no  part  in  this,  return to 

17. Otherwise, will you purchase Scroll #1 
(turn to 52), Scroll #2 (turn to 222), Scroll 
#3
 (turn to 64), or Scroll #4 (turn to 196)? 

 

216 

You soon arrive at a major junction where 

paths lead off northwest, west and 
southeast. A signpost stands here, although 
it is half buried in snow. You may take some 

time to clear the snow from the signpost 
(turn to 206) or trek west (turn to 41), or 
northwest, where the snow appears to he 

deeper, (turn to 180), or southeast, where 
the path is lined with trees on either side 

(turn to 177). 
 

217 

You push the raft off the landing and unto 

the dark, rushing torrent. The cold, foaming 
waters rush by only centimetres beneath 
your feet, and your raft begins to become 

unstable. The waters splash on the wooden 
beams, making them slippery. As you reach 

the strong midstream current, you slip and 
nearly fall into the river. Adrenaline pumping 
through your veins, you lie face down on the 

raft, anxious to avoid any mishap, inching 
the rope along very slowly. After what seems 
like an eternity, you reach the far bank, and 

you quickly disembark. You stand on the 
windswept shore, watching as the raft falls 
apart, the logs being swept away downstream 

and out of sight. Turn to 220
 

218 

When  you  find  yourself  back  at  the  main 
thoroughfare that dissects Ordoker, you 
follow it away from the village and out into 

the wilds surrounding. After a careful search 
of the surrounding area, you find an 

abandoned cabin nearby, in which you 
spend a damp, miserable night. When 
morning comes, you collect you things and 

leave. As you walk, once again the beauty of 
nature strikes you, despite your restless 

night; even in this harsh wilderness, you can 
see her magical touch. The snow lends a 
mystical aura to the environment, covering 

the ground in a thick, white blanket. Now 
you must decide whether you are heading 
east (turn to 28) or west (turn to 90). 

 

219 

You sit and think as you stare into the deep, 

blue waters of the pool. The pool is in fact 
full of an essence, which sends those who 
smell it into a dream-like state from which 

they cannot awaken. They are said to 
transcend the realms of mortality and travel 
to other dimensions. This  is  hardly  the  end, 

but the beginning. However, it does mean 
that the paltry, unimportant quest for the 
Yeti is now at an end, but you don't care 

about that, now, do you? 
 

Your quest ends here, on the brink of 
discovering the meaning of life. 
 

220 

You clamber up the slope to the top of the 
bank. The wind is colder here, and you draw 
your cloak around you even tighter than 

before. You set off, marching through the 
pure, white snow. As you walk, snow begins 

to fall, first just a few flakes, then faster and 
harder. By the time the hour is out, you are 
tramping through a snowstorm, your face 

numbed against the cold. Turn to 23
 

221 

The road continues on for several days, with 

nary a twist or a turn. You grow bored of the 
monotony, and play mental games to try to 

make the time pass more quickly. The 
usually changeable weather remains 
remarkably mild throughout the lengthy 

journey, and nothing much happens. You 
long for a break in the sameness, but none 
comes. At long last, you arrive at the end of 

the road and are confronted with a diverging 
of ways. You may travel north into the wind 
(turn to 28) or east (turn to 87). 

 

222 

The five gold coins glint in the sunlight 

streaming in through the doorway as you 
hand them over to receive the scroll. 
Unfurling it, you see that it is a Flesh to 

background image

Stone Spell. Note this down, along with the 
scroll number (#2). You may now buy Scroll 

#1  (turn to 52),  Scroll #3  (turn to 64), or 
Scroll #4  (turn to 196). Or, if you have 
finished spending your money, you may talk 

to the owner (turn to 33) or leave (return to 
17
 to decide where to go next). 

 

223 

You traverse the snowbound path southeast 
until it finally comes to an end in a smooth 

rock wall. On this wall hangs a single Lead 
Charm
  in  the  shape  of  a  rising  sun.  You 
reach out and take it, unsure of who or what 

might have left it here, and why. Turning it 
over in your hands, you notice that it has the 

numeral IV engraved upon the rear of the 
charm. This canyon is well sheltered from 
the winds, and you spend the night here. The 

next morning, as the sky is turning a violent 
shade of red, you return to the ravine, noting 
that one of the bridges has collapsed since 

yesterday. Crossing the sturdy bridge, still 
unnerved by the lack of a handrail, you make 
your way north away from here. Turn to 58

 

224 

You easily find the marquee, or the Mage’s 

Mystic Emporium, as a huge sign outside 
proclaims it to be. You go in through the flap 
into a large room full of makeshift shelves 

and cupboards. You browse the items for 
sale for some time, looking at tomes of magic 
and spell components, but they are all far too 

expensive; way out of your league. You may 
leave in disgust (return to 17) or talk to the 

owner in the hope of getting a tab, or a least 
some discount (turn to 215). 
 

225 

You dodge back and forth, trying to find an 
opening in the beast's attack. Seeing one, 
you dart in, stabbing the beast with your 

golden blade. Unfortunately, the gold of the 
blade is too week, and your blow merely 

bends the blade, rendering you defenceless. 
Leaping back, out of the reach of the Yeti, 
you determine to make your escape. Turn to 

116
 

226 

You gallantly wield your weapon, goading the 

dragon to attack you, but he simply dodges 
back out of your range, taunting you with 

blasts of ice from its nostrils. Eventually you 
realise that you have no chance to defeat 
such a monstrous opponent, and you stop 

and sit down, waiting for the inevitable. After 
some time, the dragon speaks. "I see that you 
have spirit, mortal," he intones, "and I know 

that you want to cling on to your miserable 
life for as long as possible. So, I will propose 

another riddle to you, and if you are correct, 
you may live. Here is my question: Am I 
going to eat you?" You must decide whether 

you think that the dragon will eat you or not. 
Write down your opinion on a piece of paper 

and then turn to 59. If you would rather 
make a break for it now, turn to 88
 

227 

The seats are hard and uninviting. They are 
arranged in two groups with a central aisle 
down the centre. You rummage around in 

the seats, and turn up a magnificent Golden 
Dagger
. Wondering at its beauty, you pocket 

it. Finding nothing else, you begin to make 
preparations for bed. Turn to 117
 

228 

You trek northwards for a further day, with 
no sightings of the Yeti. The path turns to 
the southeast in a vast arc, and you are 

forced to follow it. After a day's journey, you 
stop and camp, spending a miserable, cold 

night in the snow. You awake still weary, and 
make poor progress the next day. The 
weather is reasonably mild, although there 

are several brief flurries of snow each day, 
and the landscape is drear, with not so much 
as a tree to break the bleak vista. 

 
It takes you seven days to reach the end of 
the road, which terminates in a major city, 

where you spend a further two weeks being 
cared for by those in the medical profession, 

suffering as you are from exposure. You are 
advised to forsake your quest and return to 
the warmer climes of the south, and you are 

forced to concede that the Yeti could be 
anywhere by now. Packing your bags, you 
take the wide Great South Road away from 

this arctic tundra. 
 
 Sadly, you have failed in your quest, but at 

least you have escaped with your life. 
 

229 

 The day is growing to an end, and dusk 
approaches. You spend a freezing night in 
the trees, sheltered from the worst of the 

winds and snowfall, and continue through 
the ghostly forest the next morning. The 
unnatural silence makes you paranoid, and 

you imagine a dozen different monsters, each 
more hideous than the last, to be stalking 

you. You stop to gather pinecones, for these 
are good kindling for tonight's fire when you 
camp, and soon afterwards, you arrive at the 

eaves of the forest. Looking out once more 

background image

over the bleak, white terrain, your spirits 
soar to be out of the murky half light of the 

oppressive wood, and back into a world of 
sunlight. You soon change your mind, 
however, when you feel the full force of the 

wind buffeting you, and the snow being 
driven straight into your face. Sighing with 

silent reverie, you press onwards. The path 
splits here, following the tree line east and 
west along the eaves of the forest. Will you 

walk east (turn to 94) or west (turn to 39)? 
 

230 

 The Yeti is dead, and the northlands are 

freed from the terrifying grip of such 
overpowering evil. 

 
Congratulations, you have triumphed over 
adversity and saved the lives of many people. 

You have also explored the icy northern 
realms of and survived, a feat that few others 

can lay claim to. You take the head of the 
beast as a trophy and begin the cold, lonely, 

perilous journey back to where Khris is 
waiting for you. It takes you ten days to 
retrace your steps, and by the time you 

arrive hack at the place from whence you 
started out on your quest, Khris has long 

gone, busy with his trade route. No one 
knows when he will be back, and he has left 
no instructions for your payment. 

 
Feeling foolish and cheated, you sell the 
Yeti's head to on innkeeper as a talking point 

for the price of a week's stay to recuperate 
and set off in a vaguely southerly direction, 
seeking pastures and adventures new, 

determined not to be cheated this time. You 
hope that you never see the cheating trader 

Khris again, but little do you know what fate 
has in store for you . . . 

 

 
 
 

The End 

 
 
 

...  or is it? 


Document Outline